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(); }