public void CleanUp() { CurrentTraverse = null; CurrentTraverseRoom = null; NextTraverseRoom = null; roomIndex = 0; }
public void ActivateNextRoom(GameObject tr) { //Debug.Log("exited: " + tr.name); if (tr.GetComponent<TraverseRoomScript>() == NextTraverseRoom) return; if (CurrentTraverseRoom != NextTraverseRoom) { //Debug.Log("Deactivating room: " + CurrentTraverseRoom.name); textMeshes[System.Convert.ToInt32(tr.name) - 1].color = Color.white; //CurrentTraverseRoom.text; CurrentTraverseRoom.IsOccupied = false; CurrentTraverseRoom = null; } if (NextTraverseRoom == null) return; CurrentTraverseRoom = NextTraverseRoom; textMeshes[roomIndex].color = Color.yellow * 0.75f; //CurrentTraverseRoom.text.color = Color.yellow * 0.75f; //Debug.Log("Activating room: " + CurrentTraverseRoom.name); CurrentTraverseRoom.IsOccupied = true; NextTraverseRoom = null; }
public void LeaveTraverse() { //Debug.Log("Leaving Traverse " + (CurrentTraverse == null) + (CurrentTraverseRoom == null)); //CurrentTraverseRoom.IsOccupied = false; if (CurrentTraverse != null) { CurrentTraverse.ToggleActive(); CurrentTraverse = null; } if (CurrentTraverseRoom != null) { CurrentTraverseRoom.ToggleActive(); CurrentTraverseRoom = null; } //for (int i = 0; i < RoomColliderVariables.Count; i++) //{ // RoomColliderVariables[i].Value = null; //} //this.gameObject.SetActive(false); }
public void SetNextRoom(GameObject tr) { //Debug.Log("Entereds: " + tr.name); if (CurrentTraverseRoom == null) { CurrentTraverseRoom = tr.GetComponent<TraverseRoomScript>(); CurrentTraverseRoom.IsOccupied = true; textMeshes[0].color = Color.yellow * 0.75f; //CurrentTraverseRoom.text.color = Color.yellow * 0.75f; Debug.Log("Activating room: " + CurrentTraverseRoom.name); return; } //Debug.Log("Setting neext room: " + tr.name); NextTraverseRoom = tr.GetComponent<TraverseRoomScript>(); roomIndex = System.Convert.ToInt32(tr.name) - 1; }