private void options_floors_SelectionChanged(object sender, SelectionChangedEventArgs e) { if (e.AddedItems.Count < 1) return; FloorR item = e.AddedItems[0] as FloorR; _seledtedFloorR = item; if (item == null) return; list_rooms = new RoomRs(item.txtFloor); options_rooms.ItemsSource = list_rooms; }
// Start is called before the first frame update void Awake() { int pieces = FindObjectOfType <DungeonMaster>().GetProgress(); Debug.Log("Disabling House Objects"); FloorL.GetComponent <Renderer>().enabled = false; FloorR.GetComponent <Renderer>().enabled = false; WallL.GetComponent <Renderer>().enabled = false; WallR.GetComponent <Renderer>().enabled = false; fillerDisable(); Roof.GetComponent <Renderer>().enabled = false; door.GetComponent <Renderer>().enabled = false; window1.GetComponent <Renderer>().enabled = false; Bonfire.GetComponent <Renderer>().enabled = false; Debug.Log("Case : " + pieces); switch (pieces) { case 0: //Nothing Enabled break; case 1: FloorL.GetComponent <Renderer>().enabled = true; FloorR.GetComponent <Renderer>().enabled = true; break; case 2: FloorL.GetComponent <Renderer>().enabled = true; FloorR.GetComponent <Renderer>().enabled = true; WallL.GetComponent <Renderer>().enabled = true; WallR.GetComponent <Renderer>().enabled = true; break; case 3: FloorL.GetComponent <Renderer>().enabled = true; FloorR.GetComponent <Renderer>().enabled = true; WallL.GetComponent <Renderer>().enabled = true; WallR.GetComponent <Renderer>().enabled = true; fillerEnable(); door.GetComponent <Renderer>().enabled = true; break; case 4: FloorL.GetComponent <Renderer>().enabled = true; FloorR.GetComponent <Renderer>().enabled = true; WallL.GetComponent <Renderer>().enabled = true; WallR.GetComponent <Renderer>().enabled = true; fillerEnable(); door.GetComponent <Renderer>().enabled = true; window1.GetComponent <Renderer>().enabled = true; break; case 5: FloorL.GetComponent <Renderer>().enabled = true; FloorR.GetComponent <Renderer>().enabled = true; WallL.GetComponent <Renderer>().enabled = true; WallR.GetComponent <Renderer>().enabled = true; fillerEnable(); door.GetComponent <Renderer>().enabled = true; window1.GetComponent <Renderer>().enabled = true; Roof.GetComponent <Renderer>().enabled = true; break; default: FloorL.GetComponent <Renderer>().enabled = true; FloorR.GetComponent <Renderer>().enabled = true; WallL.GetComponent <Renderer>().enabled = true; WallR.GetComponent <Renderer>().enabled = true; fillerEnable(); door.GetComponent <Renderer>().enabled = true; window1.GetComponent <Renderer>().enabled = true; Bonfire.GetComponent <Renderer>().enabled = true; break; } }