using UnityEngine;
public interface ITriggerObject
{
bool TriggerCheck { get; set; }
void Enter();
void Exit();
}
public class DoorManager : MonoBehaviour
{
public ITriggerObject[] triggerObject;
public Door door;
private void OnValidate()
{
triggerObject = GetComponentsInChildren<ITriggerObject>();
door = GetComponentInChildren<Door>();
}
private void Update()
{
Decision();
}
public void Decision()
{
for (int i = 0; i < triggerObject.Length; i++)
{
if (triggerObject[i].TriggerCheck == false)
{
door.Close();
return;
}
}
door.Open();
}
}