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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu]
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public class RoomPrefs : ScriptableObject
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{
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public bool doors = false;
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public bool furniture = true;
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public bool portals = false;
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public bool enemies = false;
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public void SetDoors (bool doorValue) { doors = doorValue; }
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public void SetFurniture (bool furnitureValue) { furniture=furnitureValue; }
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public void SetPortals (bool portalsValue) { portals = portalsValue; }
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public void SetEnemies (bool enemiesValue) { enemies = enemiesValue; }
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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public class SceneloaderEventSystem : MonoBehaviour
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[SerializeField] string tagFilter;
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[SerializeField] UnityEvent onTriggerEnter;
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[SerializeField] UnityEvent onTriggerExit;
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void OnTriggerEnter(Collider other)
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if (!string.IsNullOrEmpty(tagFilter) && !other.gameObject.CompareTag(tagFilter)) return;
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onTriggerEnter.Invoke();
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onTriggerExit.Invoke();
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