private void SetCurrentCheckpoint(OldCheckpoint checkpoint) { if (CurrentCheckpoint != null) { CurrentCheckpoint.gameObject.SetActive(false); CurrentCheckpoint.CheckpointActivated -= CheckpointActivated; } CurrentCheckpoint = checkpoint; CurrentCheckpoint.CheckpointActivated += CheckpointActivated; Arrow.Target = CurrentCheckpoint.transform; CurrentCheckpoint.gameObject.SetActive(true); }
private void UnitData_Destroyed(UnitData source) { Animator.SetBool("Dead", true); ArenaObj.SetActive(false); // Disable the old checkpoint, so it cannot be retracted. // If it were to be retracted, then the player could not get back to weary checkpoint. // This is why we disable it. OldCheckpoint.SetActive(false); // Ensure checkpoint is the weary checkpoint! CheckpointSaver.Checkpoint = WearyCheckpoint; ExpansionMap.SetActive(true); PlayerUnitData.Destroyed -= PlayerUnitData_Destroyed; enabled = false; }