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- using System;
- using GameWorld;
- using UnityEngine;
- [RequireComponent(typeof(Collider2D))]
- public class OpenGateOnSceneInit : BaseBehaviour
- {
- private void Awake()
- {
- this._animator = base.GetComponent<Animator>();
- }
- private void Update()
- {
- }
- private void OnEnable()
- {
- EventManager.RegisterEvent<PassGateEventArgs>("PassGate", new EventManager.FBEventHandler<PassGateEventArgs>(this.OnPassGate), EventManager.ListenerQueue.Game);
- }
- private void OnDisable()
- {
- EventManager.UnregisterEvent<PassGateEventArgs>("PassGate", new EventManager.FBEventHandler<PassGateEventArgs>(this.OnPassGate), EventManager.ListenerQueue.Game);
- }
- private bool OnPassGate(string eventName, object sender, PassGateEventArgs passGateEventArgs)
- {
- if (passGateEventArgs.Status == PassGateEventArgs.PassGateStatus.Exit && this._gate != null && passGateEventArgs.MyId == this._gate.data.MyId)
- {
- this._animator.Play("Open");
- }
- return true;
- }
- [SerializeField]
- private SceneGate _gate;
- private Animator _animator;
- }
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