Hello everyone. Im new to the game development and also new to the unity and scripting. Currently im working on a small project to learn about unity, scripting etc… My problem is that i have a script attached to a invisible trigger wall. İt starts a cutscene when player touch the wall. and activate and deactive some other objects. Script works perfectly until today. The problem is rakıYokOl game object dont disable after cutscene starts. and doguZıbar dont get active after cutscene starts. Am i missing something.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Video;
public class abduScript : MonoBehaviour
{
public GameObject cutsceneObject;
public GameObject doguZıbar;
public GameObject rakıYokOl;
public GameObject trigger3;
public Animator cutsceneAnim;
public bool preRendered;
public VideoPlayer preRenderedVideo;
public string cutsceneTriggerName;
public SC_FPSController playerScript; //Replace 'SC_FPSController' with your player script's name
public Camera playerCam;
public float cutsceneTime;
public footsteps footstepsScript;
void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
{
footstepsScript.SetCutscenePlaying(true);
playerScript.enabled = false;
rakıYokOl.SetActive(false);
doguZıbar.SetActive(true);
trigger3.SetActive(true);
if (preRendered == false)
{
cutsceneObject.SetActive(true);
playerCam.enabled = false;
cutsceneAnim.SetTrigger(cutsceneTriggerName);
StartCoroutine(cutsceneRoutine());
}
if (preRendered == true)
{
cutsceneObject.SetActive(true);
StartCoroutine(cutsceneRoutine());
preRenderedVideo.Play();
}
this.gameObject.GetComponent<BoxCollider>().enabled = false;
}
}
IEnumerator cutsceneRoutine()
{
yield return new WaitForSeconds(cutsceneTime);
playerScript.enabled = true;
playerCam.enabled = true;
cutsceneAnim.enabled = false;
cutsceneObject.SetActive(false);
footstepsScript.SetCutscenePlaying(false);
if (preRendered == true)
{
preRenderedVideo.Stop();
cutsceneObject.SetActive(false);
}
}
}