//------------------------------------------------- //Handles scene set-up, deactivates objects that should be deactive private void SetupScene() { if (activeEnv != Generator.EnvironmentID.Env1) { activeEnv = Generator.EnvironmentID.Env1;; } foreach (Generator g in generatorDict[Generator.EnvironmentID.Env2]) { //ShiftPlatformsToFloat(g); g.gameObject.SetActive(false); } }
//------------------------------------------------- public void SwitchEnvironment() { List <Generator> activate; List <Generator> deactivate; if (activeEnv == Generator.EnvironmentID.Env1) { activate = generatorDict[Generator.EnvironmentID.Env2]; deactivate = generatorDict[Generator.EnvironmentID.Env1]; foreach (Generator gen in activate) { //ShiftPlatformsToBind(gen); gen.gameObject.SetActive(true); //if(gen.gameObject.activeSelf == false) //{ // gen.gameObject.SetActive(true); //} } foreach (Generator gen in deactivate) { //ShiftPlatformsToFloat(gen); gen.gameObject.SetActive(false); } activeEnv = Generator.EnvironmentID.Env2; return; } if (activeEnv == Generator.EnvironmentID.Env2) { activate = generatorDict[Generator.EnvironmentID.Env1]; deactivate = generatorDict[Generator.EnvironmentID.Env2]; foreach (Generator gen in activate) { //ShiftPlatformsToBind(gen); gen.gameObject.SetActive(true); } foreach (Generator gen in deactivate) { //ShiftPlatformsToFloat(gen); gen.gameObject.SetActive(false); } activeEnv = Generator.EnvironmentID.Env1; return; } }