using System; using UnityEngine; using OHM.UnityToolkit; using OHM.UnityToolkit.Vibration; using UnityEngine.Serialization; public class CheckpointsHandler : MonoBehaviour { [SerializeField] [FormerlySerializedAs("passCheckpoint")] private SFX _passCheckpoint; public Checkpoints lastCheckpoint { get; private set; } public event Action onCheckpoints; private void OnTriggerEnter(Collider other) { Checkpoints checkpoint = other.GetComponentInParent(); if (!(checkpoint == null) && !checkpoint.isPass) { lastCheckpoint = checkpoint; checkpoint.PassCheckpoint(); _passCheckpoint.Play(base.transform); VibrationManager.Vibrate(VibrationManager.VibrationType.MEDIUM); if (this.onCheckpoints != null) { this.onCheckpoints(checkpoint); } } } private void UnPause(bool success) { Time.timeScale = 1f; } }