Esempio n. 1
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 /// <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);
     }
 }
Esempio n. 2
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 private void Open()
 {
     registerTile.IsClosed = false;
     SoundManager.PlayAtPosition("OpenClose", transform.position);
     spriteRenderer.sprite = doorOpened;
     if (lockLight != null)
     {
         lockLight.Hide();
     }
 }
Esempio n. 3
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 void Open()
 {
     IsClosed = false;
     SoundManager.PlayAtPosition("OpenClose", transform.position);
     spriteRenderer.sprite = doorOpened;
     if (lockLight != null)
     {
         lockLight.Hide();
     }
     ShowItems();
 }
Esempio n. 4
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    void Open()
    {
        closed = false;
        spriteRenderer.sprite = doorOpened;
        if (lockLight != null)
        {
            lockLight.Hide();
        }
        GetComponent <BoxCollider2D>().offset = offsetOpened;
        GetComponent <BoxCollider2D>().size   = sizeOpened;

        ShowItems();
    }
Esempio n. 5
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 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();
     }
 }
Esempio n. 6
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 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();
         }
     }
 }
Esempio n. 7
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 /// <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();
         }
     }
 }
Esempio n. 8
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 /// <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();
         }
     }
 }
Esempio n. 9
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        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();
            }
        }