private void Close() { registerTile.IsClosed = true; SoundManager.PlayAtPosition("OpenClose", transform.position); spriteRenderer.sprite = doorClosed; if (lockLight != null) { lockLight.Show(); } }
void Close() { IsClosed = true; SoundManager.PlayAtPosition("OpenClose", transform.position); spriteRenderer.sprite = doorClosed; if (lockLight != null) { lockLight.Show(); } HideItems(); }
void Close() { closed = true; spriteRenderer.sprite = doorClosed; if (lockLight != null) { lockLight.Show(); } GetComponent <BoxCollider2D>().offset = offsetClosed; GetComponent <BoxCollider2D>().size = sizeClosed; HideItems(); }
void Close() { if (registerTile == null) { registerTile = gameObject.GetComponent <RegisterTile>(); } registerTile.UpdateTileType(TileType.Object); SoundManager.PlayAtPosition("OpenClose", transform.position); spriteRenderer.sprite = doorClosed; if (lockLight != null) { 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 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 && IsLockable) { lockLight.Hide(); } } else { spriteRenderer.sprite = doorClosed; if (lockLight && IsLockable) { lockLight.Show(); } } }
public void Close() { if (!IsClosed) { IsClosed = true; SoundManager.Play("OpenClose"); spriteRenderer.sprite = doorClosed; if (lockLight != null) { lockLight.Show(); } GetComponent <BoxCollider2D>().offset = offsetClosed; GetComponent <BoxCollider2D>().size = sizeClosed; HideItems(); } }