private void UnlockSystem() { foreach (GameObject fuse in allFuses) { fuseUnit = fuse.GetComponent <FuseUnit_State>(); fuseUnit.LockDown(false); } }
void SwapNeighborsStates() { foreach (GameObject nFuse in neighbors) { FuseUnit_State fuseUnit_State = nFuse.GetComponent <FuseUnit_State>(); if (!fuseUnit_State.systemLocked) { fuseUnit_State.SwapFuseState(); } } }
private void CheckForConnectedPower() { foreach (GameObject fuse in allFuses) { fuseUnit = fuse.GetComponent <FuseUnit_State>(); if (!fuseUnit.GetPowerState()) { powerIsConnected = false; break; } else { powerIsConnected = true; } } }