using UnityEngine; /// /// This class goes on a trigger which, when entered, sends the player to another Location /// public class LocationExit : MonoBehaviour { [SerializeField] private GameSceneSO _locationToLoad = default; [SerializeField] private PathSO _leadsToPath = default; [SerializeField] private PathStorageSO _pathStorage = default; //This is where the last path taken will be stored [Header("Broadcasting on")] [SerializeField] private LoadEventChannelSO _locationExitLoadChannel = default; private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { if (_pathStorage != null) _pathStorage.lastPathTaken = _leadsToPath; _locationExitLoadChannel.RaiseEvent(_locationToLoad); } } }