public void ChangeToCooked() { Status = IngredientStatus.Cooked; var cookedMesh = data.cookedMesh; if (cookedMesh == null) { return; } _meshFilter.mesh = cookedMesh; SetMeshRendererEnabled(true); }
private void Setup() { // Rigidbody is kinematic almost all the time, except when we drop it on the floor // re-enabling when picked up. _rigidbody.isKinematic = true; _collider.enabled = false; Status = IngredientStatus.Raw; _meshFilter.mesh = data.rawMesh; _meshRenderer.material = data.ingredientMaterial; if (startingStatus == IngredientStatus.Processed) { ChangeToProcessed(); } }
public void ChangeToProcessed() { Status = IngredientStatus.Processed; _meshFilter.mesh = data.processedMesh; }
public bool HasStatus(IngredientStatus status) { return((pStatus & status) == status); }
public void RemoveStatus(IngredientStatus status) { pStatus = pStatus & (~status); GetSprite(); }
public void SetStatus(IngredientStatus status) { pStatus = pStatus | status; GetSprite(); }