private void OnOutfitChangeComplete()
    {
        PlayerOutfitState outfitState = PlayerOutfitController.Instance.OutfitState;

        _agentModeActiveDisplay.SetActive(outfitState == PlayerOutfitState.Agent);
        _civilianModeDisplay.SetActive(outfitState == PlayerOutfitState.Civilian);
        _outfitChangeInProgressDisplay.SetActive(false);
    }
 private void FinishOutfitChange()
 {
     _outfitChangeInProgress = false;
     if (_outfitState == PlayerOutfitState.Civilian)
     {
         _outfitState = PlayerOutfitState.Agent;
     }
     else
     {
         _outfitState = PlayerOutfitState.Civilian;
     }
     SetActionController(_outfitState);
     OnOutfitChangeComplete?.Invoke();
 }
    private void SetActionController(PlayerOutfitState outfitMode)
    {
        _combatSet.SetActive(outfitMode == PlayerOutfitState.Agent);
        _civilianSet.SetActive(outfitMode == PlayerOutfitState.Civilian);
        switch (outfitMode)
        {
        case PlayerOutfitState.Agent:
            _currentSet = _combatSet;
            break;

        case PlayerOutfitState.Civilian:
            _currentSet = _civilianSet;
            break;

        default:
            break;
        }
    }
 private void OnPlayerOutfitChanged(PlayerOutfitState newOutfitState)
 {
     _isMatchingPlayerOutfitState = newOutfitState == _visualizeOutfitState;
     UpdateShouldVisualize();
 }
 private void OnOutfitChangeStart(PlayerOutfitState outfitState)
 {
     _outfitChangeInProgressDisplay.SetActive(true);
     _agentModeActiveDisplay.SetActive(false);
     _civilianModeDisplay.SetActive(false);
 }