/// <summary> /// Find the next trigger to execute and fire it. /// </summary> /// <param name="triggerX"></param> /// <param name="triggerY"></param> /// <param name="State"></param> public virtual void TriggerNext(int triggerX, int triggerY, int State) { if (link == 0) { return; } GameObject triggerObj = ObjectLoader.getGameObjectAt(link); // GameObject.Find (TriggerObject); if (triggerObj != null) { trigger_base trig = triggerObj.GetComponent <trigger_base>(); if (trig != null) { trig.Activate(this.gameObject); } else { //try and find a trap instead trap_base trap = triggerObj.GetComponent <trap_base>(); if (trap != null) { trap.Activate(this, triggerX, triggerY, State); } else { //Debug.Log ("no trigger or trap found on this object " + triggerObj); //return false; } } } }
public virtual void TriggerNext(int triggerX, int triggerY, int State) { GameObject triggerObj = GameObject.Find(TriggerObject); if (triggerObj != null) { trigger_base trig = triggerObj.GetComponent <trigger_base>(); if (trig != null) { trig.Activate(); } else { //try and find a trap instead trap_base trap = triggerObj.GetComponent <trap_base>(); if (trap != null) { trap.Activate(triggerX, triggerY, State); //return true; } else { Debug.Log("no trigger or trap found on this object"); //return false; } } } }