/// <summary> /// Used to toggle between object states /// </summary> public void ToggleObject() { if (Toggle == TOGGLE.OPEN) { // make it closed Toggle = TOGGLE.CLOSED; // enable this objects collider and change the sprite to a closed door spriteRenderer.sprite = ClosedSprite; if (CollisionToggle) { gameObject.GetComponent <Collider2D>().enabled = true; } } else if (Toggle == TOGGLE.CLOSED) { // make it open Toggle = TOGGLE.OPEN; // remove this objects collider and change the sprite to an open door spriteRenderer.sprite = OpenSprite; if (CollisionToggle) { gameObject.GetComponent <Collider2D>().enabled = false; } } }
/// <summary> /// Used to toggle between object states /// </summary> public void ToggleObject() { if (Toggle == TOGGLE.OFF) { // turn it on Toggle = TOGGLE.ON; // change the sprite to an on trigger spriteRenderer.sprite = OnSprite; } else if (Toggle == TOGGLE.ON) { // turn it off Toggle = TOGGLE.OFF; // change the sprite to an off trigger spriteRenderer.sprite = OffSprite; } }
/// <summary> /// Used to toggle between object states /// </summary> public void ToggleObject() { if (Toggle == TOGGLE.OFF) { // turn it on Toggle = TOGGLE.ON; // change the sprite to an on trigger sprite.sprite = OnSprite; gameObject.GetComponent <Collider2D>().enabled = true; } else if (Toggle == TOGGLE.ON) { // turn it off Toggle = TOGGLE.OFF; // change the sprite to an off trigger sprite.sprite = OffSprite; gameObject.GetComponent <Collider2D>().enabled = false; } }