state("Unbothered"){} startup { Assembly.Load(File.ReadAllBytes("Components/asl-help")).CreateInstance("Unity"); vars.Helper.GameName = "Unbothered"; vars.Helper.LoadSceneManager = true; vars.Helper.AlertLoadless(); dynamic[,] _settings = { { "Day2_Outside", true, "Day 1", null }, { "Day3_Outside", true, "Day 2", null }, { "Day4_Outside1", true, "Day 3", null }, { "Day4_Outside2", true, "Day 4", null }, }; vars.Helper.Settings.Create(_settings); vars.Helper.AlertLoadless(); vars.VisitedLevel = new List<string>(); } init { vars.Helper.TryLoad = (Func<dynamic, bool>)(mono => { vars.Helper["playCutscenes"] = mono.Make<bool>("CutsceneManager", "Instance", "playCutscenes"); vars.Helper["playerCanMove"] = mono.Make<bool>("CutsceneManager", "Instance", "playerController", "playerCanMove"); vars.Helper["cameraCanMove"] = mono.Make<bool>("CutsceneManager", "Instance", "playerController", "cameraCanMove"); return true; }); current.Scene = ""; vars.Day4Multiple = 0; } start { return current.activeScene == "Day1_Outside" && old.cameraCanMove == false && current.cameraCanMove == true; } onStart { vars.Day4Multiple = 0; } update { current.activeScene = vars.Helper.Scenes.Active.Name == null ? current.activeScene : vars.Helper.Scenes.Active.Name; if(old.activeScene == "Manager" && current.activeScene == "Day4_Outside") { vars.Day4Multiple++; current.Scene = current.activeScene + vars.Day4Multiple; } else if (old.activeScene != current.activeScene) { current.Scene = current.activeScene; } } split { if (old.Scene != current.Scene && current.Scene != "Manager") return settings[current.Scene.ToString()]; } isLoading { return current.playerCanMove == false && current.cameraCanMove == false || current.activeScene == "Manager"; }