I am struggeling to come up with a smart way to deal with cutscenes in my 2D game. I think I have decided to Create/Control the cutscenes using the Animator
, and moving the actual GameObjects around.
What I am struggeling with is:
This approach means each GameObject
needs it's own Animator
. So how do I then trigger the correct Cutscene? I am going to use game stages to control the game and its progress, so for example:
if(gameStage == 34 && entering scene castle)
{
playCorrectCutscene();
}
How and where do I keep references to all my cutscenes? Say I have 22 NPCs in a scene, and 15 of those have their own Animator
since they have a cutscene, how do I play the Animation from NPC_11?
I guess what I am looking for is some sort of "Cutscene Manager". The best possible solution would be to have a List
of every cutscene (animation) with an ID. Then I could just use the ID to play the correct animation. But since each Animation is stored in the actual GameObject
I have no idea if that is possible.
Hope Im making sense.