// Update is called once per frame public void EditVehicle() { GarageRotater.FOV = 47; state = GarageState.Editor; Editor.gameObject.SetActive(true); ScheduledJob = 5; }
public void CloseDealerMenu() { state = GarageState.Garage; GarageView.gameObject.SetActive(true); DealerView.gameObject.SetActive(false); ScheduledJob = 5; }
//Execute the appropriate method - n.b. no if statements in sight! public void DealWithConditions() { HelmetState helmetState = GetHelmetState(formvalues["helmets"]); GarageState garageState = GetGarageState(formvalues["garages"]); ExecuteCondition[Key(helmetState, garageState)](); }
public void OpenDealerMenu() { ginitialized = false; state = GarageState.Dealer; GarageView.gameObject.SetActive(false); DealerView.gameObject.SetActive(true); ScheduledJob = 5; }
public void ExitEditor() { GarageRotater.FOV = 60; state = GarageState.Garage; Editor.gameObject.SetActive(false); GarageView.gameObject.SetActive(true); VehicleView.gameObject.SetActive(true); ScheduledJob = 5; }
public void SaveEditedVehicle() { GarageRotater.FOV = 60; SaveSystem.UpdateVehicleParts(Editor.target.GetInstalledParts(), SaveSystem.GetSelectedVehicleIndex()); SaveSystem.AddLog(new Save.LogEntry("GarageManager", $"Updated vehicle parts {Editor.target.Name}")); state = GarageState.Garage; Editor.gameObject.SetActive(false); GarageView.gameObject.SetActive(true); VehicleView.gameObject.SetActive(true); ScheduledJob = 5; }
//gets a unique value for each HelmetState/GarageState combination to be used as a key to the dictionary private int Key(HelmetState helmetState, GarageState garageState) { return((int)helmetState + (int)garageState); }