using Core.SaveLoad; using System; using UnityEngine; using UnityEngine.Playables; public class TrashmazeClosedBehaviour : MonoBehaviour { public SpriteRenderer pulverSprites; public SpriteRenderer pulverStungSprites; public PlayableAsset stingTimeline; public PlayableAsset giveCactusTimeline; private PlayableDirector _director; public AppleMachine stateMachine; public bool gaveCactus; public void SwapPulverStung() { pulverStungSprites.enabled = false; pulverSprites.enabled = true; } public void SetCactusBool(bool pulverGaveCactus) { gaveCactus = pulverGaveCactus; } public void PlayStingTimeline() { if (!gaveCactus) { _director = GetComponent(); _director.playableAsset = stingTimeline; _director.Play(); _director.stopped += StingTimelineStopped; pulverSprites.enabled=false; pulverStungSprites.enabled=true; } } private void StingTimelineStopped(PlayableDirector obj) { _director.stopped -= StingTimelineStopped; } public void PlayGiveCactusTimeline() { _director = GetComponent(); _director.playableAsset = giveCactusTimeline; _director.Play(); _director.stopped += GiveCactusTimelineStopped; pulverSprites.enabled = false; pulverStungSprites.enabled = true; } private void GiveCactusTimelineStopped(PlayableDirector director) { stateMachine.ChangeState("TrashMazeEntrance"); _director.stopped -= GiveCactusTimelineStopped; } }