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

603 lines
29 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using InfallibleCode;
public class GameManagerEarly : MonoBehaviour
{
public bool DoAction;
public bool RunCode;
private static GameManagerEarly _instance;
public static GameManagerEarly GetInstance() { return _instance; }
void Awake()
{
if (!_instance)
{
_instance = this;
}
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
StorylineStates();
#region Do Action Debbuging
if (DoAction)
{
print("DoAction = true");
}
else
{
print("DoAction = false");
}
#endregion
}
public enum StorylineState
{
MainHouseStoryline,
LoopsToGhostReveal,
LampsSequence
}
public StorylineState storylineState = StorylineState.LoopsToGhostReveal;
public enum LoopsState
{
LoopedRoom0,
LoopedRoom1,
LoopedRoom2,
LoopedRoom3,
LoopedRoom4,
LoopedRoom5,
LoopedRoom6,
LoopedRoom7,
LoopedRoom8,
LoopedRoom9,
LoopedRoom10,
LoopedRoom11,
LoopedRoom12,
LoopedRoom13,
LoopedRoom14,
LoopedRoom15,
LoopedRoom16,
LoopedRoom17,
LoopedRoom18
}
public LoopsState loopsState = LoopsState.LoopedRoom0;
public void StorylineStates()
{
switch (storylineState)
{
case StorylineState.LoopsToGhostReveal:
LoopsStates();
break;
case StorylineState.LampsSequence:
//LampsSequence
break;
case StorylineState.MainHouseStoryline:
// MainHouseGameManager.GetInstance().Story();
break;
}
}
public void LoopsStates()
{
switch (loopsState)
{
case LoopsState.LoopedRoom0:
#region OLD IMPLEMENTATION
//if (RunCode)
//{
// #region DEEEEEELEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEETEEEEEEEEEEEE!!!!!!!!!!!!!!!
// //DoorsManager.GetInstance().OpenDoorTEST(DoorsManager.GetInstance().manageDoorsInHouse, 0, 0, 0.5f);
// #endregion
// #region Manage Doors
// //DoorsManager.GetInstance().LockDoor(0/*Loop0*/, 0/*Door0*/); // this is an example
// #endregion
// RunCode = false;
//}
//else if (LoopsManager.GetInstance().loopedRoom[0].CurrentRoomLoopID == 1)
//{
// loopsState = LoopsState.LoopedRoom1;
// RunCode = true;
//}
#endregion
break;
case LoopsState.LoopedRoom1:
#region OLD IMPLEMENTATION
//if (RunCode)
//{
// #region Manage Doors
// DoorsManager.GetInstance().LockDoor(1/*Loop1*/, 0/*Door0*/); // this is an example
// #endregion
// RunCode = false;
//}
//else if (LoopsManager.GetInstance().loopedRoom[0].CurrentRoomLoopID == 2)
//{
// loopsState = LoopsState.LoopedRoom2;
// RunCode = true;
//}
#endregion
break;
case LoopsState.LoopedRoom2:
if (RunCode)
{
#region Manage Doors
DoorsManager.GetInstance().LockDoor(2/*Loop2*/, 0/*Door0*/); // this is an example
#endregion
RunCode = false;
}
else if (LoopsManager.GetInstance().loopedRoom[0].CurrentRoomLoopID == 3)
{
loopsState = LoopsState.LoopedRoom3;
RunCode = true;
}
break;
case LoopsState.LoopedRoom3:
if (RunCode)
{
#region Manage Doors
DoorsManager.GetInstance().LockDoor(3/*Loop3*/, 0/*Door0*/); // this is an example
#endregion
RunCode = false;
}
else if (LoopsManager.GetInstance().loopedRoom[0].CurrentRoomLoopID == 4)
{
loopsState = LoopsState.LoopedRoom4;
RunCode = true;
}
break;
case LoopsState.LoopedRoom4:
if (RunCode)
{
#region Manage Doors
DoorsManager.GetInstance().LockDoor(4/*Loop4*/, 0/*Door0*/); // this is an example
#endregion
RunCode = false;
}
else if (LoopsManager.GetInstance().loopedRoom[0].CurrentRoomLoopID == 5)
{
loopsState = LoopsState.LoopedRoom5;
RunCode = true;
}
break;
case LoopsState.LoopedRoom5:
if (RunCode)
{
#region Manage Doors
DoorsManager.GetInstance().LockDoor(5/*Loop5*/, 0/*Door0*/); // this is an example
#endregion
RunCode = false;
}
else if (LoopsManager.GetInstance().loopedRoom[0].CurrentRoomLoopID == 6)
{
loopsState = LoopsState.LoopedRoom6;
RunCode = true;
}
break;
case LoopsState.LoopedRoom6:
if (RunCode)
{
#region Manage Doors
DoorsManager.GetInstance().LockDoor(6/*Loop6*/, 0/*Door0*/); //Locks Firt loop door.
DoorsManager.GetInstance().LockDoor(6, 5); //locks door (5) *DefinedPath*
#endregion
RunCode = false;
}
else if (LoopsManager.GetInstance().loopedRoom[0].CurrentRoomLoopID == 7)
{
loopsState = LoopsState.LoopedRoom7;
RunCode = true;
}
#region Windows Managment
if (!WindowsManager.GetInstance().WindowIsOpen(6, 0)) //If window is closed:
{
DoorsManager.GetInstance().UnlockDoor(6, 5); //unlocks door (5) *DefinedPath*
#region Implement When window script is corrected
//IN ORDER FOR PLAYER TO NOT BE ABLE TO OPEN THE WINDOWS AGAIN:
WindowsManager.GetInstance().LockWindow(6, 0);
#endregion
}
#endregion
break;
case LoopsState.LoopedRoom7:
if (RunCode)
{
#region Manage Doors
DoorsManager.GetInstance().LockDoor(7/*Loop7*/, 0/*Door0*/); //Locks Firt loop door.
DoorsManager.GetInstance().LockDoor(7, 5); //locks door (5) *DefinedPath*
#endregion
RunCode = false;
}
else if (LoopsManager.GetInstance().loopedRoom[0].CurrentRoomLoopID == 8)
{
loopsState = LoopsState.LoopedRoom8;
RunCode = true;
}
#region Windows Managment
if (!WindowsManager.GetInstance().WindowIsOpen(7,0) && !WindowsManager.GetInstance().WindowIsOpen(7, 1) && !WindowsManager.GetInstance().WindowIsOpen(7, 2))
{
DoorsManager.GetInstance().UnlockDoor(7, 5); //unlocks door (5) *DefinedPath*
#region Implement When window script is corrected
//IN ORDER FOR PLAYER TO NOT BE ABLE TO OPEN THE WINDOWS AGAIN:
WindowsManager.GetInstance().LockWindow(7, 0);
WindowsManager.GetInstance().LockWindow(7, 1);
WindowsManager.GetInstance().LockWindow(7, 2);
#endregion
}
//else //If windows are open:
//{
// DoorsManager.GetInstance().LockDoor(7, 5); //locks door (5) *DefinedPath*
//}
#endregion
break;
case LoopsState.LoopedRoom8:
if (RunCode)
{
#region Manage Doors
DoorsManager.GetInstance().LockDoor(8/*Loop8*/, 0/*Door0*/); //Locks Firt loop door.
//-> It's already closed from inspector-> //DoorsManager.GetInstance().LockDoor(8, 5); //locks door (5) *DefinedPath*
#endregion
RunCode = false;
}
else if (LoopsManager.GetInstance().loopedRoom[0].CurrentRoomLoopID == 9)
{
loopsState = LoopsState.LoopedRoom9;
LoopsManager.GetInstance().loopedRoom[0].LoadNextRoom = false; //Do not load next room.
RunCode = true;
}
break;
case LoopsState.LoopedRoom9:
if (RunCode)
{
#region Manage Doors
DoorsManager.GetInstance().LockDoor(9/*Loop9*/, 0/*Door0*/); //Locks Firt loop door.
DoorsManager.GetInstance().LockDoor(9, 5); //locks door (5) *DefinedPath*
DoorsManager.GetInstance().UnlockDoor(9, 6); //locks door (6) *Bedroom*
#endregion
DoAction = true; //Sets true to perform the event;
RunCode = false;
}
else if (LoopsManager.GetInstance().loopedRoom[0].CurrentRoomLoopID == 10)
{
loopsState = LoopsState.LoopedRoom10;
LoopsManager.GetInstance().loopedRoom[0].UpdateTeleportPOS = false; //Do not teleport the current room.
RunCode = true;
}
if (!WindowsManager.GetInstance().WindowIsOpen(9, 3) && DoAction) //If window is closed:
{
WindowsManager.GetInstance().LockWindow(9, 3);
DoorsManager.GetInstance().LockDoor(9, 3); //locks door (3) *Bedroom hall*
DoorsManager.GetInstance().CloseDoor(9, 3, 0.5f); //Closes door (3) *bedroom hall* in loop 9.
//DoAction
#region Event Trigger
GameObject eventTriggerGO = GameObject.Find("EventTrigger LoopedRoom (9) (Bedroom)");
eventTriggerGO.GetComponent<EventTrigger>().Invoke();
DoAction = false; //Sets false to stop the event from running every frame.
#endregion
//Set active pentagram.
//Set false piano in room.
}
break;
case LoopsState.LoopedRoom10:
if (RunCode)
{
//DoAction = true; //Sets true to perform the event;
RunCode = false;
}
else if (LoopsManager.GetInstance().loopedRoom[0].CurrentRoomLoopID == 11)
{
loopsState = LoopsState.LoopedRoom11;
LoopsManager.GetInstance().loopedRoom[0].LoadNextRoom = true; //Load next room.
RunCode = true;
}
if (DoAction) //DoAction will be enabled when player closes the cap.
{
GameObject eventTriggerGO = GameObject.Find("EventTrigger LoopedRoom (10) (Bedroom)");
eventTriggerGO.GetComponent<EventTrigger>().Invoke();
//Event trigger Sets active the mannequin with the knife.
//Makes the light in the bedroom hall flickering.
//Unlocks Door in current bedroom loop.
//Unlocks Door in bedroom hall.
#region Manage Doors
DoorsManager.GetInstance().UnlockDoor(10/*Loop 10*/, 0/*Door 0*/); //Unlocks door (0) *Hall door Bedroom*
#endregion
DoAction = false;
}
break;
case LoopsState.LoopedRoom11:
//Epanefere:
if (RunCode)
{
WindowsManager.GetInstance().UnlockWindow(11/*Loop 11*/, 0/*window 0 Bedroom*/);
WindowsManager.GetInstance().OpenWindow(11, 0, 0.5f);
DoAction = true; //Sets true to perform the event;
RunCode = false;
}
else if (LoopsManager.GetInstance().loopedRoom[0].CurrentRoomLoopID == 12)
{
loopsState = LoopsState.LoopedRoom12;
LoopsManager.GetInstance().loopedRoom[0].UpdateTeleportPOS = false; //Do not teleport the current room.
RunCode = true;
}
if (!WindowsManager.GetInstance().WindowIsOpen(11/*Loop 11*/, 0/*window 0 Bedroom*/) && DoAction && !EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom11_afterPianoCap) //If window is closed:
{
WindowsManager.GetInstance().LockWindow(11/*Loop 11*/, 0/*window 0 Bedroom*/);
//DoAction
#region Event Trigger
GameObject eventTriggerGO = GameObject.Find("EventTrigger LoopedRoom (11) (Bedroom)");
eventTriggerGO.GetComponent<EventTrigger>().Invoke();
DoAction = false; //Sets false to stop the event from running every frame.
#endregion
//Sets active piano.
//Piano starts playing audio clip.
//Sets active candles in piano.
//Teleports rocking chair to new position right next to the piano.
EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom11_afterPianoCap = true;
}
if(EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom11_afterPianoCap && DoAction)
{
//DoAction
#region Event Trigger
GameObject eventTriggerGO = GameObject.Find("EventTrigger LoopedRoom (11) (Bedroom) (PianoCloseCap)");
eventTriggerGO.GetComponent<EventTrigger>().Invoke();
DoAction = false; //Sets false to stop the event from running every frame.
#endregion
//Stops the sound of the piano.
//Unlocks Door in bedroom in order for the player to leave.
//Teleports the loop trigger.
//Sets active the mannequin.
Debug.Log("Piano cap Closed");
}
break;
case LoopsState.LoopedRoom12:
if (RunCode)
{
LoopsManager.GetInstance().loopedRoom[0].UpdateTeleportPOS = true; //teleport the rooms again.
RunCode = false;
}
else if (LoopsManager.GetInstance().loopedRoom[0].CurrentRoomLoopID == 13)
{
loopsState = LoopsState.LoopedRoom13;
RunCode = true;
}
break;
case LoopsState.LoopedRoom13:
if (RunCode)
{
RunCode = false;
}
else if (LoopsManager.GetInstance().loopedRoom[0].CurrentRoomLoopID == 14)
{
loopsState = LoopsState.LoopedRoom14;
RunCode = true;
}
break;
case LoopsState.LoopedRoom14:
if (RunCode)
{
#region Manage Doors
DoorsManager.GetInstance().LockDoor(14/*Loop13*/, 0/*Door0*/); //Locks Firt loop door.
DoorsManager.GetInstance().LockDoor(14, 5); //locks door (5) *DefinedPath*
#endregion
DoAction = true; //Sets true to perform the event;
RunCode = false;
}
else if (LoopsManager.GetInstance().loopedRoom[0].CurrentRoomLoopID == 15)
{
loopsState = LoopsState.LoopedRoom15;
RunCode = true;
}
if (DoorsManager.GetInstance().CanOpenDoor(14, 2) && DoAction && !EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom14_afterCollectedKeyFromBathroom)//If player can open door && DoAction is set to true:
{
//Fore Stop sound.
GameObject.Find("DoorKnockingSoundEffect").GetComponent<AudioSource>().Stop();
GameObject.Find("StopMultipleSounds LoopedRoom14").GetComponent<StopMultipleSounds>().StopMultipleSoundsNow();
Debug.Log("Stop door knocking sound");
EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom14_afterCollectedKeyFromBathroom = true;
DoAction = false;
}
if (DoAction && EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom14_afterCollectedKeyFromBathroom)
{
#region Event Trigger
GameObject eventTriggerGO = GameObject.Find("EventTrigger(Bathroom Loop 14)");
eventTriggerGO.GetComponent<EventTrigger>().Invoke();
EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom14_afterCollectedKeyFromBathroom = false;
#endregion
DoorsManager.GetInstance().OpenDoor(14, 5, 0.5f); //Opens door *DefinedPath*.
DoorsManager.GetInstance().UnlockDoor(14, 5); //Unlocks door *DefinedPath*.
DoAction = false;
}
break;
case LoopsState.LoopedRoom15:
if (RunCode)
{
#region Event Trigger
GameObject eventTriggerGO = GameObject.Find("EventTrigger (Enable Bedroom Loop15)");
eventTriggerGO.GetComponent<EventTrigger>().Invoke();
#endregion
RunCode = false;
}
else if (LoopsManager.GetInstance().loopedRoom[0].CurrentRoomLoopID == 16)
{
loopsState = LoopsState.LoopedRoom16;
RunCode = true;
}
if (!EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom15_afterMannequinJumpscare && DoAction) //If jump scare has not happened yet and Do action is set to true(Do action is set to true from the Spaw_Or_Animation_Trigger)
{
//DoAction
#region Event Trigger
DoorsManager.GetInstance().UnlockDoor(15, 3); //Unlocks door (3) *bedroom hall * in loop 15.
DoorsManager.GetInstance().OpenDoor(15, 3, 0.5f); //Opens door (3) *bedroom hall* in loop 15.
DoorsManager.GetInstance().UnlockDoor(15, 6); //Unlocks door (6) *bedroom * in loop 15.
GameObject.Find("PlaySound (Piano Loop 15)").GetComponent<PlaySound>().PlayThisSoundLooped(); //Piano starts playing.
GameObject.Find("StopMultipleSoundTrigger (Loop 15)").GetComponent<StopMultipleSounds>().StopMultipleSoundsNow(); //Stops the sounds from the bathroom.
DoAction = false; //Sets false to stop the event from running every frame.
#endregion
EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom15_afterMannequinJumpscare = true;
}
if (!EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom15_afterPianoCap && DoAction) //If jump scare has not happened yet and Do action is set to true(Do action is set to true from the Spaw_Or_Animation_Trigger)
{
//DoAction
#region Event Trigger
WindowsManager.GetInstance().UnlockWindow(15, 3); //Bedroom window Unlock.
WindowsManager.GetInstance().OpenWindow(15, 3, 0.5f); //Bedroom window Open.
DoorsManager.GetInstance().CloseDoor(15, 3, 0.5f); //Closes door in the bedroom hall that leads to the loop room 15. (Door belongs to loopedRoom15)
GameObject eventTriggerGO = GameObject.Find("EventTrigger LoopedRoom (15) (Bedroom) (PianoCloseCap)");
eventTriggerGO.GetComponent<EventTrigger>().Invoke();
print("Piano cap closed.");
#endregion
EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom15_afterPianoCap = true;
}
if (!WindowsManager.GetInstance().WindowIsOpen(15, 3)/* && EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom15_afterPianoCap*/ && DoAction) //If window 4 *Bedroom* in loop 15 is open:
{
#region Event Trigger
WindowsManager.GetInstance().LockWindow(15, 3); //Loop 15 window 4 *Bedroom*.
DoorsManager.GetInstance().OpenDoor(15, 5, 0.5f); //Opens door for the basement.
GameObject eventTriggerGO = GameObject.Find("EventTrigger LoopedRoom (15) (Bedroom) (WindowClose)");
eventTriggerGO.GetComponent<EventTrigger>().Invoke();
print(":))))))))))Window is closed in room 15!");
DoAction = false; //Sets false to stop the event from running every frame.
#endregion
//Enables pentagram.
//Open window.
}
break;
case LoopsState.LoopedRoom16:
if (RunCode)
{
#region Manage Doors
DoorsManager.GetInstance().LockDoor(16/*Loop13*/, 0/*Door0*/); //Locks Firt loop door.
DoorsManager.GetInstance().LockDoor(16, 5); //locks door (5) *DefinedPath*
#endregion
#region Event Trigger (Enable bathroom)
//Find me the bathroom loop 16 and enable it:
GameObject eventTriggerGO = GameObject.Find("EventTrigger (Enable Bathroom Loop16)");
eventTriggerGO.GetComponent<EventTrigger>().Invoke();
#endregion
RunCode = false;
DoAction = true;
EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom16_afterPickedUpKeyInMainHall = true;
}
else if (LoopsManager.GetInstance().loopedRoom[0].CurrentRoomLoopID == 17)
{
loopsState = LoopsState.LoopedRoom17;
RunCode = true;
}
if (DoorsManager.GetInstance().CanOpenDoor(16, 2) && DoAction && EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom16_afterPickedUpKeyInMainHall && !EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom16_afterPickedUpDrawingInBathroom)
{
GameObject.Find("DoorKnockingSoundEffect").GetComponent<AudioSource>().Stop();
GameObject.Find("StopMultipleSounds LoopedRoom16").GetComponent<StopMultipleSounds>().StopMultipleSoundsNow();
EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom16_afterPickedUpKeyInMainHall = false;
EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom16_afterPickedUpDrawingInBathroom = true;
DoAction = false;
}
if (DoAction && EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom16_afterPickedUpDrawingInBathroom) //It becomes true when player is no longer examining the bathroom child's drawing.
{
#region Event Trigger
GameObject eventTriggerGO = GameObject.Find("BathroomChildsDrawing (Loop 16)");
CutscenesManager.GetInstance().PlayCutscene(CutscenesManager.GetInstance().MedeaKillingBabyCutscene);
print("Medea bathroom cutscene started playing");
EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom16_afterPickedUpDrawingInBathroom = false;
EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom16_afterCollectedKeyFromBathroom = true;
DoAction = false; //Sets false to stop the event from running every frame.
#endregion
}
if(DoAction && EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom16_afterCollectedKeyFromBathroom)
{
print("Loop 16, Door in bathroom unlocked & opened after key collected.");
DoorsManager.GetInstance().UnlockDoor(16, 2); //Unlock bathroom door in Loop 16.
DoorsManager.GetInstance().OpenDoor(16, 2, 0.5f); //Opend bathroom door in loop 16.
EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom16_afterCollectedKeyFromBathroom = false;
EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom16_afterAllLightsInBasementAreBroken = true;
DoAction = false;
//#region EventTrigger
//#endregion
}
if (DoAction && EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom16_afterAllLightsInBasementAreBroken && !EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom16_afterCollectedKeyFromBathroom)
{
GameObject eventTriggerGO = GameObject.Find("EventTrigger (Loop 16 DefinedPath)");
eventTriggerGO.GetComponent<EventTrigger>().Invoke();
print("All lambs are broken and mannequins, red lights are enabled");
EventTriggerManager.GetInstance().DoEventTriggerLoopedRoom16_afterAllLightsInBasementAreBroken = false;
DoAction = false;
}
break;
case LoopsState.LoopedRoom17:
if (RunCode)
{
DoAction = false;
#region Manage Doors
DoorsManager.GetInstance().LockDoor(17/*Loop13*/, 0/*Door0*/); //Locks Firt loop door.
DoorsManager.GetInstance().LockDoor(17, 5); //locks door (5) *DefinedPath*
#endregion
RunCode = false;
}
else if (LoopsManager.GetInstance().loopedRoom[0].CurrentRoomLoopID == 18)
{
//LoopsManager.GetInstance().loopedRoom[0].LoadNextRoom = false; //Do not Load next room.
//if (LoopsManager.GetInstance().loopedRoom[0].LoadNextRoom == false)
//{
loopsState = LoopsState.LoopedRoom18;
RunCode = true;
//}
}
if (DoAction) //When player get's the key from the child's bedroom hallway.
{
GameObject eventTriggerGO = GameObject.Find("EventTrigger (Loop 17)");
eventTriggerGO.GetComponent<EventTrigger>().Invoke();
DoAction = false;
}
break;
case LoopsState.LoopedRoom18:
if (RunCode)
{
#region Manage Doors
DoorsManager.GetInstance().LockDoor(18/*Loop13*/, 0/*Door0*/); //Locks Firt loop door.
//DoorsManager.GetInstance().LockDoor(18, 5); //locks door (5) *DefinedPath*
#endregion
RunCode = false;
}
//else if (LoopsManager.GetInstance().loopedRoom[0].CurrentRoomLoopID == 19) //There is no loop 19!
//{
// //loopsState = LoopsState.LoopedRoom19;
// RunCode = true;
//}
if (DoAction) //Do action is true when player gets the drawing from the child's bedroom.
{
DoorsManager.GetInstance().OpenDoor(18/*Loop18*/, 1/*Door1*/,0.5f);
GameObject loopTrigger = GameObject.Find("LoopTrigger");
loopTrigger.gameObject.SetActive(false);
print("Got drawing (Bye mom)");
GameObject eventTriggerGO = GameObject.Find("EventTrigger (AfterDrawing Loop 18)");
eventTriggerGO.GetComponent<EventTrigger>().Invoke();
DoAction = false;
}
break;
}
}
}