void ClearCollectionsForNewRoom() { /*Clears the description, items and exits so they can be replaces with the new room's*/ interactableItems.ClearCollections(); interactionDescriptionsInRoom.Clear(); roomNavigation.ClearExits(); }
void ClearCollectionsForNewRoom() { roomNavigation.oldclip = _source.clip; interactableItems.ClearCollections(); interactionDescriptionsInRoom.Clear(); roomNavigation.ClearExits(); }
void ClearCollectionForNewRoom() { //clear the previous descriptions of the exits in the room interactionDescriptionsInRoom.Clear(); roomNavigation.ClearExits(); interactableItems.ClearCollections(); }
public void ClearCollectionsForNewRoom() { //Clears the various lists used for figuring out what's displayed in each room, so that it can be ready to accept new parameters interactableItems.ClearCollections(); interactionDescriptionsInRoom.Clear(); //interactableItems.responseDictionary.Clear(); roomNavigation.ClearExits(); }
void ClearCollectionsForNewRoom() { interactionDescriptionsInRoom.Clear(); exitDescriptionInRoom.Clear(); roomNavigation.ClearExits(); foreach (var clone in clones) { Destroy(clone); } clones.Clear(); }
void ClearCollectionsForNewRoom() { interactableItems.ClearCollections(); interactionDescriptionsInRoom.Clear(); roomNavigation.ClearExits(); }
void ClearForNewRoom() // function to clear everything when switching rooms { interactableItems.ClearCollections(); interactionDescriptionsInRoom.Clear(); // clear description list roomNavigation.ClearExits(); // call function to clear exits dictionary }
void ClearNewRoom() { interactionDescription.Clear(); roomNavigation.ClearExits(); }
void ClearCollectionForNewRoom() { interaction.Clear(); roomNavigation.ClearExits(); }
void clearCollectionsForNewRoom() { interactiveDescriptionsInRoom.Clear(); roomNavigation.ClearExits(); }
void ClearForNewRoom() // function to clear lists when changing rooms { interactableItems.ClearCollection(); interactionDescriptionsInRoom.Clear(); // clear interactionDescriptions list roomNavigation.ClearExits(); // clear exit room dictionary in room navigation }
void ClearCollectionsForNewRoom() { interactableItems.ClearCollections(); interactableDescriptions.Clear(); navigation.ClearExits(); }
void ClearRoom() { roomNavigation.ClearExits(); interactableItems.ClearInteractablesInRoom(); }