Files
HauntedBloodlines/Assets/Scripts/Managers/EventTriggerManager.cs
2025-05-29 22:31:40 +03:00

38 lines
1.3 KiB
C#

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;
}
}
}