Example #1
0
        private void options_floors_SelectionChanged(object sender, SelectionChangedEventArgs e)
        {
            if (e.AddedItems.Count < 1) return;

            FloorR item = e.AddedItems[0] as FloorR;
            _seledtedFloorR = item;

            if (item == null) return;

            list_rooms = new RoomRs(item.txtFloor);
            options_rooms.ItemsSource = list_rooms;
        }
    // Start is called before the first frame update

    void Awake()
    {
        int pieces = FindObjectOfType <DungeonMaster>().GetProgress();

        Debug.Log("Disabling House Objects");
        FloorL.GetComponent <Renderer>().enabled = false;
        FloorR.GetComponent <Renderer>().enabled = false;
        WallL.GetComponent <Renderer>().enabled  = false;
        WallR.GetComponent <Renderer>().enabled  = false;
        fillerDisable();
        Roof.GetComponent <Renderer>().enabled    = false;
        door.GetComponent <Renderer>().enabled    = false;
        window1.GetComponent <Renderer>().enabled = false;
        Bonfire.GetComponent <Renderer>().enabled = false;
        Debug.Log("Case : " + pieces);
        switch (pieces)
        {
        case 0:

            //Nothing Enabled
            break;

        case 1:
            FloorL.GetComponent <Renderer>().enabled = true;
            FloorR.GetComponent <Renderer>().enabled = true;
            break;

        case 2:
            FloorL.GetComponent <Renderer>().enabled = true;
            FloorR.GetComponent <Renderer>().enabled = true;
            WallL.GetComponent <Renderer>().enabled  = true;
            WallR.GetComponent <Renderer>().enabled  = true;
            break;

        case 3:
            FloorL.GetComponent <Renderer>().enabled = true;
            FloorR.GetComponent <Renderer>().enabled = true;
            WallL.GetComponent <Renderer>().enabled  = true;
            WallR.GetComponent <Renderer>().enabled  = true;
            fillerEnable();
            door.GetComponent <Renderer>().enabled = true;
            break;

        case 4:
            FloorL.GetComponent <Renderer>().enabled = true;
            FloorR.GetComponent <Renderer>().enabled = true;
            WallL.GetComponent <Renderer>().enabled  = true;
            WallR.GetComponent <Renderer>().enabled  = true;
            fillerEnable();
            door.GetComponent <Renderer>().enabled    = true;
            window1.GetComponent <Renderer>().enabled = true;
            break;

        case 5:
            FloorL.GetComponent <Renderer>().enabled = true;
            FloorR.GetComponent <Renderer>().enabled = true;
            WallL.GetComponent <Renderer>().enabled  = true;
            WallR.GetComponent <Renderer>().enabled  = true;
            fillerEnable();
            door.GetComponent <Renderer>().enabled    = true;
            window1.GetComponent <Renderer>().enabled = true;
            Roof.GetComponent <Renderer>().enabled    = true;
            break;

        default:
            FloorL.GetComponent <Renderer>().enabled = true;
            FloorR.GetComponent <Renderer>().enabled = true;
            WallL.GetComponent <Renderer>().enabled  = true;
            WallR.GetComponent <Renderer>().enabled  = true;
            fillerEnable();
            door.GetComponent <Renderer>().enabled    = true;
            window1.GetComponent <Renderer>().enabled = true;
            Bonfire.GetComponent <Renderer>().enabled = true;
            break;
        }
    }