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// Function to spawn entity void SpawnEntity() // Instantiate entity at door position Instantiate(entityToSpawn, transform.position, Quaternion.identity);

void Update() // Check if door is opened if (isDoorOpened) // Spawn entity or skip room if (entityToSpawn != null) SpawnEntity(); else if (roomToSkip != null) SkipRoom(); Doors Spawn Entities / Skip Rooms Script | Past...

Let me know if you want me to add anything else! // Function to spawn entity void SpawnEntity() //

// Function to close door public void CloseDoor() isDoorOpened = false; else if (roomToSkip != null) SkipRoom()

// Flag to check if door is opened private bool isDoorOpened = false;

 

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