public void SetEditor(bool edit) { MagneticFieldScript tempScript = null; for (int counter = 0; counter < mFields.Count; counter++) { tempScript = mFields[counter].GetComponent <MagneticFieldScript>(); tempScript.SetEditor(edit); } }
void CheckForContactWithPlayer() { foreach (GameObject field in forceFields) { if (field.GetComponent <AirPadScript>() != null) { AirPadScript airField = field.GetComponent <AirPadScript>(); //If the pad is in contact with the player if (airField.isInContactWithPlayer) { //If the list doesnt contain the field add it if (!airFieldsInContact.Contains(airField)) { airFieldsInContact.Add(airField); } } //If the airpad is not in contact with the player else { if (airFieldsInContact.Contains(airField)) { airFieldsInContact.Remove(airField); } } } else if (field.GetComponent <MagneticFieldScript>() != null) { MagneticFieldScript magneticField = field.GetComponent <MagneticFieldScript>(); //If the pad is in contact with the player if (magneticField.isInContactWithPlayer) { //If the list doesnt contain the field add it if (!magneticFieldsInContact.Contains(magneticField)) { magneticFieldsInContact.Add(magneticField); } } //If the magneticPad is not in contact with the player else { if (magneticFieldsInContact.Contains(magneticField)) { magneticFieldsInContact.Remove(magneticField); } } } } }
// Makes the selected wall null public void deselect() { selectedField = null; selectedScript = null; }
private void Destroy() { Destroy(selectedField); selectedScript = null; selectedField = null; }
// Makes a given wall a selected wall public void select(GameObject field) { selectedField = field; selectedScript = field.GetComponent <MagneticFieldScript>(); }