/// <summary> /// Pri nacteni sceny kontroluje zakladni stav, na zaklade generatoru v okoli a toho /// zda se jedna nebo nejedna o main objekt /// </summary> /// <param name="t"></param> protected virtual void CheckOnStart(Tile[] t) { if (ItemType.Equals(TimelineObject.Present)) { t[0].ObjectOnTile = this; t[0].IsOccupied = true; SetVisibleLayer(); //Debug.Log("PTSObject to tile " + t[0].Position); } else if (ItemType.Equals(TimelineObject.Past)) { t[1].ObjectOnTile = this; t[1].IsOccupied = true; SetInvisibleLayer(); //Debug.Log("PTSObject to tile " + t[1].Position); } }
void Start() { Tile[] t = Level.GetTile(transform.position); if (timeline.Equals(TimelineObject.Present)) { t[0].IsAccessable = false; } else if (timeline.Equals(TimelineObject.Past)) { t[1].IsAccessable = false; } else if (timeline.Equals(TimelineObject.Both)) { t[0].IsAccessable = false; t[1].IsAccessable = false; } Debug.Log("Tile " + t[0].Position + " not Avaliable"); }
public void ChangeTileAccessability(Vector3 position, TimelineObject to, bool change) { Tile[] t = GetTile(position); /* * if (to.Equals(TimelineObject.Present)) * t[0].ChangeAccessability(change); * else * t[1].ChangeAccessability(change); */ if (to.Equals(TimelineObject.Present)) { t[0].IsOccupied = change; } else { t[1].IsOccupied = change; } }