//update the lobby progress void Update() { if (RoomSpecificAnimator == null) { return; } var man = LobbyRoomManager.instance; if (man == null) { return; } RoomSpecificAnimator.SetBool(ANIM_PROP_COMPLETE, man.State != BaseRoomManager.RoomState.Incomplete); }
//update the basement progress void Update() { if (RoomSpecificAnimator == null) { return; } var man = GearRoomManager.instance; if (man == null) { return; } RoomSpecificAnimator.SetBool(ANIM_PROP_PULLED_LEVER, man.ObjectiveComplete_PulledLever); RoomSpecificAnimator.SetBool(ANIM_PROP_CRANKED_CRANK, man.ObjectiveComplete_CrankedCrank); }