public static bool IsMechanicOperational(BreakableMechanic mechanic) { if (current == null) { return(true); } return(current.operationalMechanics.Contains(mechanic)); }
public static MechanicCircuit GetInstance(BreakableMechanic mechanic) { if (!mechanicCircuits.ContainsKey(mechanic)) { var mechanicCircuitObj = new GameObject(mechanic.ToString() + "Circuit"); var mechanicCircuit = mechanicCircuitObj.AddComponent <MechanicCircuit>(); mechanicCircuit.mechanic = mechanic; DontDestroyOnLoad(mechanicCircuitObj); mechanicCircuits[mechanic] = mechanicCircuit; } return(mechanicCircuits[mechanic]); }
public static void SetMechanicBroken(BreakableMechanic mechanic) { current?.operationalMechanics.Remove(mechanic); }
public static void SetMechanicOperational(BreakableMechanic mechanic) { current?.operationalMechanics.Add(mechanic); }