/// <summary> /// Break the closet lock. /// </summary> public void BreakLock() { //Disable the lock and hide its light if (IsLockable) { SyncLocked(isLocked, false); IsLockable = false; lockLight.Hide(); Despawn.ClientSingle(lockOverlay); } }
private void Open() { registerTile.IsClosed = false; SoundManager.PlayAtPosition("OpenClose", transform.position); spriteRenderer.sprite = doorOpened; if (lockLight != null) { lockLight.Hide(); } }
void Open() { IsClosed = false; SoundManager.PlayAtPosition("OpenClose", transform.position); spriteRenderer.sprite = doorOpened; if (lockLight != null) { lockLight.Hide(); } ShowItems(); }
void Open() { closed = false; spriteRenderer.sprite = doorOpened; if (lockLight != null) { lockLight.Hide(); } GetComponent <BoxCollider2D>().offset = offsetOpened; GetComponent <BoxCollider2D>().size = sizeOpened; ShowItems(); }
void Open() { if (registerTile == null) { registerTile = gameObject.GetComponent <RegisterTile>(); } registerTile.UpdateTileType(TileType.None); SoundManager.PlayAtPosition("OpenClose", transform.position); spriteRenderer.sprite = doorOpened; if (lockLight != null) { lockLight.Hide(); } }
public virtual void SyncSprite(ClosetStatus value) { if (value == ClosetStatus.Open) { spriteRenderer.sprite = doorOpened; if (lockLight) { lockLight.Hide(); } } else { spriteRenderer.sprite = doorClosed; if (lockLight) { lockLight.Show(); } } }
/// <summary> /// Called when closet status changes. Update the closet sprites. /// </summary> protected virtual void UpdateSpritesOnStatusChange() { if (statusSync == ClosetStatus.Open) { spriteRenderer.sprite = doorOpened; if (lockLight) { lockLight.Hide(); } } else { spriteRenderer.sprite = doorClosed; if (lockLight) { lockLight.Show(); } } }
/// <summary> /// Called when closet status changes. Update the closet sprites. /// </summary> protected virtual void UpdateSpritesOnStatusChange() { if (statusSync == ClosetStatus.Open) { doorSpriteHandler.ChangeSprite((int)DoorState.Opened); if (lockLight && IsLockable && hideLockWhenOpened) { lockLight.Hide(); } } else { doorSpriteHandler.ChangeSprite((int)DoorState.Closed); if (lockLight && IsLockable && hideLockWhenOpened) { lockLight.Show(); } } }
public void Open() { if (IsClosed) { IsClosed = false; SoundManager.Play("OpenClose"); spriteRenderer.sprite = doorOpened; if (lockLight != null) { lockLight.Hide(); } GetComponent <BoxCollider2D>().offset = offsetOpened; GetComponent <BoxCollider2D>().size = sizeOpened; ShowItems(); } }