public Corridor(GameObject parent, corridorType corrType = corridorType.DEFAULT) { this.parentObject = parent; this.type = corrType; this.CalculateCorridor(); listOfCorridors.Add(this); }
public Corridor(Vector3 start, Vector3 end, corridorType corrType = corridorType.DEFAULT) { this.parentObject = null; this.startPoint = start; this.endPoint = end; this.type = corrType; this.CalculateCorridor(); listOfCorridors.Add(this); }
public Corridor(GameObject start, GameObject end, corridorType corrType = corridorType.DEFAULT) { this.parentObject = null; this.startPoint = start.transform.position; this.endPoint = end.transform.position; this.type = corrType; this.CalculateCorridor(); listOfCorridors.Add(this); }
public static void ChangeActiveAllOfType(corridorType type) { foreach (Corridor corr in Corridor.listOfCorridors) { if (corr.type == type) { if (corr.isActive) { corr.prefabObject.SetActive(false); corr.isActive = false; } else if (!corr.isActive) { corr.prefabObject.SetActive(true); corr.isActive = true; } } } }
public static void DestroyAllOfType(corridorType type) { List <Corridor> instancesToRemove = new List <Corridor>(); foreach (Corridor corr in Corridor.listOfCorridors) { if (corr.type == type) { corr.prefabObject.SetActive(false); Destroy(corr.prefabObject); instancesToRemove.Add(corr); } } foreach (Corridor removeCorr in instancesToRemove) { Corridor.listOfCorridors.Remove(removeCorr); } instancesToRemove.Clear(); }
public static void CreateCorridorBetween(Vector3 start, Vector3 end, GameObject prefab, corridorType type) { Corridor tempCorr = new Corridor(start, end, type); GameObject tempObject = Instantiate(prefab, new Vector3(0, 0, 0), Quaternion.identity); tempObject.transform.localScale = tempCorr.size; tempObject.transform.position = tempCorr.center; tempCorr.prefabObject = tempObject; Corridor.lastPosVector = tempCorr.endPoint; }