I have a puzzle in my game which I needed to write some custom code in order to implement its functionality.
That's all fine and dandy, however I now need to tell the AC engine when this puzzle has been completed by the player so I can trigger the next appropriate part of the flow (like a cutscene or anything else)
Any suggestions or resources of how to do that? Ideally I'd love to use a c# event but I guess I'd have to change AC specific code to subscribe to this event... so maybe there's some other way to do this kind of thing?
Could I set a local/global variable and have AC respond when this happens? Not sure how I could have AC continuously check for the state of a variable though (plus that feels a bit expensive)
Could I expose an AC Cutscene field on my puzzle game manager script and basically just have the code trigger that cutscene when appropriate? That actually sounds like the more elegant option if possible...might look into that while I wait...
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I have no idea how this could be relevant, but this seems to have also fixed the issue of my cutscene not playing properly when triggered from code!
Oh well... all's well that ends well I guess.