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); }