public void SetUpAllSceneObjectsInList() //Importantly this gets called only after world generation has finished mucking about { arrayOfSceneObjects = GameObject.FindGameObjectsWithTag("SceneObject"); foreach (GameObject obj in arrayOfSceneObjects) { if (obj.GetComponent <SceneObjectScript>().GetActiveScene()) { activeSceneObject = obj; activeSceneObjectScript = obj.GetComponent <SceneObjectScript>(); activeSceneObjectScript.SetActiveScene(true); break; } } }
public void TriggerSceneChange(string newScene) { //this is where we will change the scene to the requested scene activeSceneObjectScript.SetActiveScene(false); foreach (GameObject obj in arrayOfSceneObjects) { if (obj.name == newScene) { activeSceneObject = obj; activeSceneObjectScript = obj.GetComponent <SceneObjectScript>(); activeSceneObjectScript.SetActiveScene(true); ConsoleEventManager.instance.SendTextToBePrinted(activeSceneObjectScript.GetSceneText()); //shoot the active scene text to the console break; } } }