using GhostSystem; using JetBrains.Annotations; using Oculus.Interaction; using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class RoomManager : MonoBehaviour { public RoomPrefs myRoom; public string sceneId; public List doors; public List furnitures; public List portals; public List enemies; public List targets; public static event Action, List> OnSceneIdReady; // um das Replay erst auszulösen, wenn die SceneId da ist, die nun über die RoomPrefs festgelegt wird. GhostRecorderBatch ghostRecorder; public void Awake() { ghostRecorder = FindFirstObjectByType(); if (myRoom == null) { Debug.LogError("RoomPrefs is not assigned in RoomManager."); return; } //if (!myRoom.doors && myRoom.furniture && !myRoom.portals && !myRoom.enemies) return; if (myRoom.doors) { foreach (GameObject door in doors) { door.SetActive(true); } } if (!myRoom.furniture) { foreach (GameObject f in furnitures) f.SetActive(false); } if (myRoom.portals) { foreach (GameObject portal in portals) portal.SetActive(true); } if (myRoom.enemies) { foreach (GameObject enemy in enemies) enemy.SetActive(true); } sceneId = myRoom.sceneId; OnSceneIdReady?.Invoke(sceneId, doors, targets); } }