public void UpdateTriggerToFalseLevel3(Node n) { n.triggerTemp.transform.GetChild(1).transform.gameObject.SetActive(false); n.triggerState = false; if (n.TriggerOrLogic() == true) { n.UpdateGateToClose(PreviousPlayerNode.GetGateID()); n.ArmorDeactivation(PreviousPlayerNode.GetArmorID()); n.TrapDeactivation(PreviousPlayerNode.GetTrapID()); } Debug.Log("CLOSE"); }
public void UpdateTriggerToFalse() { PreviousPlayerNode.triggerState = false; PreviousPlayerNode.UpdateGateToClose(PreviousPlayerNode.GetGateID()); PreviousPlayerNode.ArmorDeactivation(PreviousPlayerNode.GetArmorID()); }