コード例 #1
0
        private void OnThrowayTypeChanged(E_ThrowawayState newThrowawayState)
        {
            _currentThrowawayState = newThrowawayState;

            switch (newThrowawayState)
            {
            case E_ThrowawayState.OnFloor:
                foreach (var meshRenderer in MeshesToHighlight)
                {
                    meshRenderer.gameObject.SetActive(true);
                }
                _IsInteractable = true;
                break;

            case E_ThrowawayState.PickedUp:
                foreach (var meshRenderer in MeshesToHighlight)
                {
                    meshRenderer.gameObject.SetActive(false);
                }
                _IsInteractable = false;
                break;

            case E_ThrowawayState.ThrownInHomeStation:
                foreach (var meshRenderer in MeshesToHighlight)
                {
                    meshRenderer.gameObject.SetActive(false);
                }
                _IsInteractable = false;
                break;

            default:
                break;
            }
        }
コード例 #2
0
ファイル: StoryState.cs プロジェクト: TheDimin/GGJ2020
 public void Reset()
 {
     _isResetting        = true;
     IntroState          = E_IntroState.NotGiven;
     FridgeState         = E_FridgeState.FirstInteract;
     Door_A_State        = E_DoorState.Locked;
     State_Capsules_A    = E_ThrowawayState.OnFloor;
     State_Headset       = E_ThrowawayState.OnFloor;
     State_Phone_A_Scott = E_ThrowawayState.OnFloor;
     Door_B_State        = E_DoorState.Locked;
     State_Capsules_B    = E_ThrowawayState.OnFloor;
     State_Vape          = E_ThrowawayState.OnFloor;
     State_Phone_B_Jen   = E_ThrowawayState.OnFloor;
     _isResetting        = false;
 }
コード例 #3
0
 public void Reset()
 {
     _isResetting        = true;
     IntroState          = E_AlinnaState.IntroductionsNotCompleted;
     FridgeState         = E_FridgeState.FirstInteract;
     TrashcanState       = E_TrashcanState.FirstInteract;
     Door_A_State        = E_DoorState.Locked;
     State_Capsules_A    = E_ThrowawayState.OnFloor;
     State_Headset       = E_ThrowawayState.OnFloor;
     State_Phone_A_Scott = E_ThrowawayState.OnFloor;
     State_Shoes         = E_ThrowawayState.OnFloor;
     Door_B_State        = E_DoorState.Locked;
     State_Capsules_B    = E_ThrowawayState.OnFloor;
     State_Vape          = E_ThrowawayState.OnFloor;
     State_Phone_B_Jen   = E_ThrowawayState.OnFloor;
     _isResetting        = false;
 }