using System.Collections; using System.Collections.Generic; using UnityEngine; public class HeroTrigger : MonoBehaviour { public LightWave wave1; public LightWave wave2; public Animator animator; public HeroMovement heroMovement; private bool _fired = false; public void Reset() { _fired = false; } void Update() { if (_fired) return; if (transform.position.z >= 0f) { _fired = true; heroMovement.StopMoving(); bool isView2 = GameManager.Instance != null && GameManager.Instance.isView2; bool isSimulation = GameManager.Instance != null && GameManager.Instance.isSimulation; if (isView2) StartCoroutine(LaunchView2()); else StartCoroutine(LaunchView1(isSimulation)); } } IEnumerator LaunchView1(bool isSimulation) { if (isSimulation) { wave1.StartWave(); yield return new WaitForSeconds(0.5f); wave2.StartWave(); yield return new WaitForSeconds(1f); } else { wave1.StartWave(); wave2.StartWave(); yield return new WaitForSeconds(1f); } animator.SetTrigger("Fall"); } IEnumerator LaunchView2() { wave1.StartWave(); wave2.StartWave(); wave1.showBothTextsAtOnce = true; wave1.wave2ref = wave2; wave1.ShowTextForBoth(); yield return new WaitForSeconds(0.1f); animator.SetTrigger("Fall"); } }