// The instance the pointer end has made contact with another collider void OnTriggerEnter(Collider col) { // Pull any UI components that are possible assemblyLineSpace = col.transform.GetComponent <AssemblyLineSwitch>(); playSpace = col.transform.GetComponent <PlayspaceSwitch>(); level = col.transform.GetComponent <Level>(); }
// This method is called when the player presses on the "changing playspace adjustment" // to move the playspace closer or away from the assembly line public void FlipHandControls(PlayspaceSwitch x) { changingSpace = !changingSpace; // Change playspace siwtch materials to match current state if (changingSpace) { x.Highlight(); // Revert the other switch as obsolete so you do not control both as once changingLine = false; assemblyLineSwitch.Reset(); } else { x.Reset(); } }