using System.Collections; using System.Collections.Generic; using UnityEngine; public class EventTriggerManager : MonoBehaviour { #region Loops Drawings [HideInInspector] public bool DoEventTriggerLoopedRoom11_afterPianoCap; [HideInInspector] public bool DoEventTriggerLoopedRoom14_afterCollectedKeyFromBathroom; [HideInInspector] public bool DoEventTriggerLoopedRoom15_afterMannequinJumpscare; [HideInInspector] public bool DoEventTriggerLoopedRoom15_afterPianoCap; [HideInInspector] public bool DoEventTriggerLoopedRoom16_afterPickedUpKeyInMainHall; [HideInInspector] public bool DoEventTriggerLoopedRoom16_afterPickedUpDrawingInBathroom; [HideInInspector] public bool DoEventTriggerLoopedRoom16_afterCollectedKeyFromBathroom; public bool DoEventTriggerLoopedRoom16_afterAllLightsInBasementAreBroken; #endregion #region MainHouse [SerializeField] public bool DoEventTriggerHouse_Phase1; [HideInInspector] public bool DoEventTriggerHouse_Phase2; #endregion //We can just put the " MainHouseEvventManager here but what evs " private static EventTriggerManager _instance; public static EventTriggerManager GetInstance() { return _instance; } void Awake() { if (!_instance) { _instance = this; } } }