using System; using System.Collections; using UnityEngine; public class StoryE7P2 : BaseBehaviour { private bool _e7p5 { get { return RoundStorage.Get("E7_P5 ", false); } set { RoundStorage.Set("E7_P5", value); } } private bool _e7p6 { get { return RoundStorage.Get("E7_P6", false); } set { RoundStorage.Set("E7_P6", value); } } private bool _e7p7 { get { return RoundStorage.Get("E7_P7", false); } set { RoundStorage.Set("E7_P7", value); } } private bool _e7p8 { get { return RoundStorage.Get("E7_P8", false); } } private bool gateClose { get { return RoundStorage.Get("E7_CloseGate", false); } set { RoundStorage.Set("E7_CloseGate", value); } } private void Start() { if (this.gateClose) { this.gate.openType = SceneGate.OpenType.None; this._battleZoneGate.Appear(); } this._e7p5 = true; if (this._e7p6) { this._e7p7 = true; base.StartCoroutine(this.Sequence0()); } if (this._e7p8 && !this.gateClose) { R.Audio.PlayVoiceOver("e7t10", null, false); this.gateClose = true; this.gate.openType = SceneGate.OpenType.None; this._battleZoneGate.Appear(); } } private IEnumerator Sequence0() { yield return R.Audio.PlayVoiceOver("e7t8", null, false); this.gateClose = true; this.gate.openType = SceneGate.OpenType.None; this._battleZoneGate.Appear(); yield break; } [SerializeField] private SceneGate gate; [SerializeField] private BattleZoneGate _battleZoneGate; }