public void SelectRoomToFurnish() { GameObject g = GameObject.Find("LevelManager"); HospitalStates hs = g.GetComponent <HospitalStates>(); hs._machine.changeState <HospitalSelectRoomFurnish>(); }
public void BuildABench() { HospitalStates hs = GetComponent <HospitalStates>(); hs.ChosenItem = hs.Bench; hs._machine.changeState <HostpitalFurnishSelectPos>(); }
public void FurnishRoomDoors() { GameObject g = GameObject.Find("LevelManager"); HospitalStates hs = g.GetComponent <HospitalStates>(); hs.ChosenItem = hs.Door; hs._machine.changeState <HostpitalFurnishSelectPos>(); }
public void BuildGPOffice() { GameObject g = GameObject.Find("LevelManager"); HospitalStates hs = g.GetComponent <HospitalStates> (); hs.roomSelectedFromUI = RoomType.GPOffice; hs._machine.changeState <HospitalRoomPlacement> (); }
void OnEnable() { ///get a ref to the hospital states object hospitalStates = GameObject.Find("LevelManager").GetComponent <HospitalStates>(); print("i am awake, room is " + hospitalStates.SelectedFurnishRoom.type); InitButtonsForRoomType(hospitalStates.SelectedFurnishRoom.type); }
public void RemoveARoom() { HospitalStates hs = GetComponent <HospitalStates> (); hs._machine.changeState <HospitalRemoveRoom> (); }