void ChangedState(cGlobalData.StateOfTheWorld State) { if (CurrentState == State) { return; } CurrentState = State; bool NeedOpen = (State == OpenState); string AnimationName = ""; if (NeedOpen) { AnimationName = "DoorOpen"; } else { AnimationName = "DoorClose"; } animation.CrossFade(AnimationName); collider.enabled = !NeedOpen; }
void Update() { if(!Input.GetKeyUp(KeyCode.Tab)){ return; } if(State == cGlobalData.StateOfTheWorld.Good){ State = cGlobalData.StateOfTheWorld.Evil; } else{ State = cGlobalData.StateOfTheWorld.Good; } cMessenger<cGlobalData.StateOfTheWorld>.Invoke("Changed the state of the world",State); }
void Update() { if (!Input.GetKeyUp(KeyCode.Tab)) { return; } if (State == cGlobalData.StateOfTheWorld.Good) { State = cGlobalData.StateOfTheWorld.Evil; } else { State = cGlobalData.StateOfTheWorld.Good; } cMessenger <cGlobalData.StateOfTheWorld> .Invoke("Changed the state of the world", State); }
void ChangedState(cGlobalData.StateOfTheWorld State) { if(CurrentState == State){ return; } CurrentState = State; bool NeedOpen = (State == OpenState); string AnimationName = ""; if(NeedOpen){ AnimationName = "DoorOpen"; } else{ AnimationName = "DoorClose"; } animation.CrossFade(AnimationName); collider.enabled = !NeedOpen; }
void ChangedState(cGlobalData.StateOfTheWorld State) { bool Invisibility = (State == InvisibilityState); MeshRenderer[] ChildMeshObj = transform.GetComponentsInChildren <MeshRenderer>(); SkinnedMeshRenderer[] ChildSkinnedMeshObj = transform.GetComponentsInChildren <SkinnedMeshRenderer>(); foreach (MeshRenderer ChildMesh in ChildMeshObj) { ChildMesh.renderer.enabled = !Invisibility; } foreach (SkinnedMeshRenderer ChildMesh in ChildSkinnedMeshObj) { ChildMesh.renderer.enabled = !Invisibility; } if (DisebledColliders) { Collider[] Colliders = transform.GetComponents <Collider>(); foreach (Collider ThisCollider in Colliders) { ThisCollider.enabled = !Invisibility; } Collider[] ChildColliders = transform.GetComponentsInChildren <Collider>(); foreach (Collider ChildCollider in ChildColliders) { ChildCollider.enabled = !Invisibility; } if (ItIsPlatform) { cPlatformController[] Scripts = transform.GetComponents <cPlatformController>(); foreach (cPlatformController Script in Scripts) { Script.enabled = !Invisibility; } } } if (DisebledParticles) { ParticleSystem[] ChildParticles = transform.GetComponentsInChildren <ParticleSystem>(); foreach (ParticleSystem ChildParticle in ChildParticles) { if (Invisibility) { ChildParticle.Pause(); ChildParticle.Clear(); } else { ChildParticle.Play(); } } } }