public void ToggleKeypad(Object_Keypad keypadObject)
    {
        if (currMenu == Menu.Keypad)
        {
            SCPInput.instance.ToGameplay();
            GameController.instance.MenuSFX.PlayOneShot(menublip);
            keypad.disableKeypad();
            Cursor.lockState = CursorLockMode.Locked;
            Cursor.visible   = false;

            /*GameController.instance.player.GetComponent<Player_Control>().Freeze = false;
             * GameController.instance.player.GetComponent<Player_Control>().checkObjects = true;
             * GameController.instance.player.GetComponent<Player_Control>().StopLook();*/
            currMenu = Menu.None;
            return;
        }
        if (currMenu == Menu.None)
        {
            SCPInput.instance.ToUI();
            keypad.enableKeypad(keypadObject);
            Cursor.lockState = CursorLockMode.None;
            Cursor.visible   = true;
            currMenu         = Menu.Keypad;

            //SCP_UI.instance.ToggleScreen();

            /*GameController.instance.player.GetComponent<Player_Control>().Freeze = true;
             *
             * GameController.instance.player.GetComponent<Player_Control>().ForceLook(keypadObject.transform.position, 4f);*/
            return;
        }
    }
Exemple #2
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    // Start is called before the first frame update

    /*void Start()
     * {
     *
     * }*/

    /*// Update is called once per frame
     * void Update()
     * {
     *
     * }*/

    public void enableKeypad(Object_Keypad Keypad)
    {
        objectKeypad     = Keypad;
        codeDisplay.text = "";
        currentCode      = "";
        keypad.SetActive(true);
    }
Exemple #3
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 public void disableKeypad()
 {
     objectKeypad = null;
     keypad.SetActive(false);
 }