void OnTriggerExit(Collider other) { var interObj = other.GetComponent <InterractableObject> (); if (interObj != null && interObj.Fire) { elapsedTime = 0; interObject = null; } }
void OnTriggerEnter(Collider other) { var interObj = other.GetComponent <InterractableObject> (); if (interObj != null && interObj.Fire && interObj.Activated) { elapsedTime = 0; interObject = interObj; } }
public void ActivateNextValve(InterractableObject current) { InterractableObject valve = null; do { valve = Valves [Random.Range(0, Valves.Count)]; } while(valve == current); valve.Activated = true; Indicator.Valve = valve; }
public void ActivateNextFire(InterractableObject current) { InterractableObject fire = null; do { fire = Fires [Random.Range(0, Fires.Count)]; } while(fire == current); fire.Activated = true; fire.gameObject.SetActive(true); Indicator.Fire = fire; }