public void RefreshDoors() { int carriage = 0; Carriages.ToList().ForEach(c => { c.Repair(); bool oddCart = carriage % 2 == 1; int i = 0; DoorStates[CurrentDoorState].State.ForEach(s => { if (s == true) { Function.Call(Hash.SET_VEHICLE_DOOR_OPEN, c.Handle, oddCart ? 3 - i : i, true, true); Function.Call(Hash.SET_VEHICLE_DOOR_BROKEN, c.Handle, oddCart ? 3 - i : i, true); } else { Function.Call(Hash.SET_VEHICLE_DOOR_SHUT, c.Handle, oddCart ? 3 - i : i, false); } i++; }); carriage++; }); }
public override void Init() { base.Init(); Carriages c = FindObjectOfType <Carriages>(); carriageParent = c.gameObject.transform; carriages = c.carriages; gui = FindObjectOfType <GUIController>(); foreach (var con in place.GetConnectionPoints()) { if (con.FreeForUse()) { con.UseAsInput(this); inputLocations.Add(con); } } gold = startGold; UpdateGui(); }