<commit_before>﻿using UnityEngine;
using System.Collections.Generic;

public class GameStateManager : MonoBehaviour {
    
    [System.Serializable]
    public class GameState {
        public string StateName;
        public List<string> Hints;
    }
    
    [System.Serializable]
    public class LevelInteraction {
        [TooltipAttribute("This must match the name of the interaction object")]
        public string InteractionName;
        public bool IsPlayerColliding;
        public bool HasBeenInteracted;
    }
    
    [System.Serializable]
    public class GameLevel {
        public List<LevelInteraction> Interactions;
    }
    
    public List<GameLevel> GameLevels;
    public List<GameState> GrandpaStates;
    public List<GameState> ChildStates;
    public GameObject Grandpa;
    public GameObject Child;
    
<<<<<<< f06a844daa3b8a433f95d82c2cb29cb3fa0b65f1
    private GameState CurrentState;
    private bool GameIsPaused;
    private bool InputDisabled;
=======
    private GameState CurrentGrandpaState;
    private GameState CurrentChildState;
    
    private Dictionary<string, bool> Flags;
>>>>>>> Interactions are now tracked and able to be added via editor. Performing logic on interaction requires hard coding

	// Use this for initialization
	void Start () {
        Flags = new Dictionary<string, bool>();
        GameIsPaused = false;
<<<<<<< f06a844daa3b8a433f95d82c2cb29cb3fa0b65f1
        InputDisabled = false;
        CurrentState = GameStates[0];
=======
        CurrentGrandpaState = GrandpaStates[0];
        CurrentChildState = ChildStates[0];
>>>>>>> Interactions are now tracked and able to be added via editor. Performing logic on interaction requires hard coding
        Player grandpaPlayer = Grandpa.GetComponent<Player>();
        grandpaPlayer.SetHints(CurrentGrandpaState.Hints);
        Player childPlayer = Child.GetComponent<Player>();
        childPlayer.SetHints(CurrentChildState.Hints);
	}
	
	// Update is called once per frame
	void Update () <commit_msg>Fixed merge conflict<commit_after>﻿using UnityEngine;
using System.Collections.Generic;

public class GameStateManager : MonoBehaviour {
    
    [System.Serializable]
    public class GameState {
        public string StateName;
        public List<string> Hints;
    }
    
    [System.Serializable]
    public class LevelInteraction {
        [TooltipAttribute("This must match the name of the interaction object")]
        public string InteractionName;
        public bool IsPlayerColliding;
        public bool HasBeenInteracted;
    }
    
    [System.Serializable]
    public class GameLevel {
        public List<LevelInteraction> Interactions;
    }
    
    public List<GameLevel> GameLevels;
    public List<GameState> GrandpaStates;
    public List<GameState> ChildStates;
    public GameObject Grandpa;
    public GameObject Child;
    
    private bool GameIsPaused;
    private bool InputDisabled;
    private GameState CurrentGrandpaState;
    private GameState CurrentChildState;
    
    private Dictionary<string, bool> Flags;

	// Use this for initialization
	void Start () {
        Flags = new Dictionary<string, bool>();
        GameIsPaused = false;
        InputDisabled = false;
        CurrentGrandpaState = GrandpaStates[0];
        CurrentChildState = ChildStates[0];
        Player grandpaPlayer = Grandpa.GetComponent<Player>();
        grandpaPlayer.SetHints(CurrentGrandpaState.Hints);
        Player childPlayer = Child.GetComponent<Player>();
        childPlayer.SetHints(CurrentChildState.Hints);
	}
	
	// Update is called once per frame
	void Update () 
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