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; } }
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; }
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; }