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