using UnityEngine; using UnityEngine.SceneManagement; public class ExitDoor : MonoBehaviour { private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.CompareTag("Player")) { ProgressTracker.SetLevelCompleteState(SceneManager.GetActiveScene().buildIndex, true); IntroOutroInfo inOutInfo = null; IntroOutroInfo inOutInfoPost = null; if (GameObject.Find("Intro_Outro UI")) inOutInfo = GameObject.Find("Intro_Outro UI").GetComponent<IntroOutroInfo>(); if(GameObject.Find("Intro_Outro UI Post Lvl 1")) inOutInfoPost = GameObject.Find("Intro_Outro UI Post Lvl 1").GetComponent<IntroOutroInfo>(); if (inOutInfo != null) { inOutInfo.GetOutroPanel().SetActive(true); } else if (inOutInfoPost != null) { inOutInfoPost.GetOutroPanel().SetActive(true); if (SceneManager.GetActiveScene().buildIndex == 20) { if (ProgressTracker.GetGoodEndingTriggered() == true) { inOutInfoPost.SetGoodOrBadText(); } } } GameObject.Find("GamePlay UI").SetActive(false); Debug.Log("Level Complete!"); } } }