falldown/falldmg end scene trigger
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@@ -11,7 +11,6 @@ GameObject:
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- component: {fileID: 7329357223832181834}
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- component: {fileID: 1230242963583950091}
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- component: {fileID: 9204716000211697423}
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- component: {fileID: -7265910902094411698}
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m_Layer: 0
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m_Name: Hole
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m_TagString: Hole
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@@ -130,16 +129,3 @@ CapsuleCollider2D:
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m_Offset: {x: 0, y: 0}
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m_Size: {x: 0.8, y: 0.8}
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m_Direction: 0
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--- !u!114 &-7265910902094411698
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 3028864304894384228}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: bbf8ab4673d6bf447aab098a12320431, type: 3}
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::SceneController
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sceneIndex: 2
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@@ -127,16 +127,14 @@ public class DamageHandler : MonoBehaviour
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{
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if(reason == "hole")
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{
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SceneManager.LoadScene(3, LoadSceneMode.Single);
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SceneManager.LoadScene(2, LoadSceneMode.Single);
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Debug.Log("Died from hole");
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} else if (reason == "fallDamage")
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{
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Debug.Log("Died from fall damage");
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} else if (reason == "fallOut")
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} else if (reason == "fallDamage" || reason == "fallOut")
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{
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Debug.Log("Fell too much");
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SceneManager.LoadScene(3, LoadSceneMode.Single);
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Destroy(gameObject);
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}
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Destroy(gameObject);
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}
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}
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