// // responds to Coin event // public override void Coin(Turnstile name) { name.Unlock(); // change the state name.SetState(name.GetItsUnlockedState()); }
public void Coin(Turnstile t) { t.SetUnlocked(); t.Unlock(); }
// // responds to Coin event // public override void Coin(Turnstile name) { name.Unlock(); // change the state name.SetState(name.GetItsUnlockedState()); }
public void Coin(Turnstile t) { t.SetUnlocked(); t.Unlock(); }