using System.Collections; using System.Collections.Generic; using UnityEngine; public class CheckPoint : MonoBehaviour{ public GameObject lightToTurn; [HideInInspector] public int checkPointNumber; public GameObject[] partesFarola; public Material apagado; public Material encendido; PlayerController player; public LayerMask whatIsPlayer; bool triggered; bool alreadyTriggered; void Start(){ player = GameObject.FindObjectOfType(); for (int i = 0; i < partesFarola.Length; i++){ partesFarola[i].GetComponent().material = apagado; } } void Update(){ triggered = Physics2D.OverlapCircle(transform.position, 6, whatIsPlayer); if(triggered && !alreadyTriggered){ AudioManager.instance.Play("CheckPoint"); this.gameObject.layer = 10; lightToTurn.SetActive(true); PlayerPrefs.SetInt("CheckPoint", checkPointNumber); alreadyTriggered = true; for (int i = 0; i < partesFarola.Length; i++){ partesFarola[i].GetComponent().material = encendido; } } if (player.runOutOfLight){ lightToTurn.SetActive(false); this.gameObject.layer = 13; for (int i = 0; i < partesFarola.Length; i++){ partesFarola[i].GetComponent().material = apagado; } } } }