private void UpdateKeyFragmentUI()
    {
        for (int i = 0; i < keyList.Count; i++)
        {
            KeyFragment.KeyType keyType = keyList[i];
            switch (keyType)
            {
            default:
            case KeyFragment.KeyType.L1: keys[0].gameObject.SetActive(true); break;

            case KeyFragment.KeyType.L2: keys[1].gameObject.SetActive(true); break;

            case KeyFragment.KeyType.L3: keys[2].gameObject.SetActive(true); break;

            case KeyFragment.KeyType.R1: keys[3].gameObject.SetActive(true); break;

            case KeyFragment.KeyType.R2: keys[4].gameObject.SetActive(true); break;

            case KeyFragment.KeyType.R3: keys[5].gameObject.SetActive(true); break;
            }
        }
    }
 public bool ContainsKey(KeyFragment.KeyType keyType)
 {
     return(keyList.Contains(keyType));
 }
 public void AddKey(KeyFragment.KeyType keyType)
 {
     keyList.Add(keyType);
     UpdateKeyFragmentUI();
 }