void FlipPlayerAndThings(GameObject player, GameObject held, IList <GameObject> things) { GetComponent <MFPP.Player>().collisionLayers = null; bool selectedObjects = false; if (things.Count > 0) { selectedObjects = true; } flipburst.Boom(); space = !space; //change the layer that the player is on, for changing its collision detection if (space) { player.layer = 16; //set player to real world // Camera.main.GetComponent<CameraTransition>().Flip(true); GetComponent <SkyboxTransition>().Flip(true); transitionCollider.FlipTransitions(true); mutationSpawner.SpawnMutations(); AmbientSound.CrossfadeAllToReal(); } else { player.layer = 15; //set player to laser world GetComponent <SkyboxTransition>().Flip(false); transitionCollider.FlipTransitions(false); AmbientSound.CrossfadeAllToLaser(); } if (held) { Flip(held); } FlipList(things); Toolbox.Instance.FlipSharedMaterials(space); currentRing = Instantiate(ring); currentRing.transform.position = transform.position; if (soundTrack) { //play secondary sound when there is a held object or are selected objects if (held || (selectedObjects)) { soundTrack.PlaySecondary(); } else { soundTrack.PlayPrimary(); } soundTrack.FadeBetween(space); } }