public void Load() { Debug.Log("Loading:" + this.gameObject.name); gs = GameState.GetInstance(); if (!gs.ExistsInt(this.name)) { gs.AddInt(this.name, (int)state); } state = (InventoryObjectState)gs.GetInt(this.name); switch (state) { case InventoryObjectState.TAKEN: gameObject.renderer.enabled = false; gameObject.collider.enabled = false; gameObject.guiTexture.enabled = true; gameObject.guiTexture.transform.localPosition = new Vector3(1, 1, 1); gameObject.guiTexture.transform.localScale = new Vector3(0, 0, 1); //gameObject.GetComponent<InventoryObject>().SetState(InventoryObject.InventoryObjectState.TAKEN); break; case InventoryObjectState.USED: gameObject.renderer.enabled = false; gameObject.collider.enabled = false; gameObject.guiTexture.enabled = false; break; default: break; } //throw new System.NotImplementedException(); }
public void Load() { Debug.Log("Loading:" + this.gameObject.name); gs = GameState.GetInstance(); if (!gs.ExistsInt(this.name)) gs.AddInt(this.name, (int)state); state = (InventoryObjectState)gs.GetInt(this.name); switch(state){ case InventoryObjectState.TAKEN: gameObject.renderer.enabled = false; gameObject.collider.enabled = false; gameObject.guiTexture.enabled = true; gameObject.guiTexture.transform.localPosition = new Vector3(1, 1, 1); gameObject.guiTexture.transform.localScale = new Vector3(0, 0, 1); //gameObject.GetComponent<InventoryObject>().SetState(InventoryObject.InventoryObjectState.TAKEN); break; case InventoryObjectState.USED: gameObject.renderer.enabled = false; gameObject.collider.enabled = false; gameObject.guiTexture.enabled = false; break; default: break; } //throw new System.NotImplementedException(); }
public void SetState(InventoryObjectState state) { this.state = state; }