using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; public class NavigationSimulation : MonoBehaviour { public GameObject[] checkpoints; private int currentCheckpointIndex = 0; [SerializeField] TMP_Text checkpointText; [Space(8)] [SerializeField] private bool deactivateAfterStart = true; // Start is called before the first frame update void Start() { if (deactivateAfterStart) foreach (GameObject child in checkpoints) { child.SetActive(false); } } // Update is called once per frame void Update() { } private void ActivateCheckpoint(int contentId) { checkpoints[contentId - 1].SetActive(true); } private void DeactivateCheckpoint(int contentId) { checkpoints[contentId - 1].SetActive(false); } private void OnTriggerEnter(Collider collision) { Debug.Log("Collision detected at: " + collision.gameObject.name + " Object: " + checkpoints[currentCheckpointIndex].name); // Check if the collided object is the current checkpoint string n = checkpoints[currentCheckpointIndex].name; int id = int.Parse(collision.gameObject.name.Split(' ')[2]); int id_content = int.Parse(checkpoints[currentCheckpointIndex].name.Split(' ')[1]); if (id == id_content) { // Deactivate the current checkpoint if (currentCheckpointIndex != 0) DeactivateCheckpoint(currentCheckpointIndex); // Check if there are more checkpoints if (currentCheckpointIndex < checkpoints.Length) { if (currentCheckpointIndex < checkpoints.Length - 1) currentCheckpointIndex++; // Activate the next checkpoint checkpointText.text = "Checkpoint " + currentCheckpointIndex; ActivateCheckpoint(currentCheckpointIndex); } else { // All checkpoints reached, do something Debug.Log("All checkpoints reached!"); } } } }