public void BeginMixing() { PlayerManager.CurrentPlayer.GetComponent <PlayerMovement>().ChangeState(PlayerMovement.PlayerState.Locked); activeCauldron = this; foreach (GameObject gameObject in objectsToActivate) { gameObject.SetActive(true); } foreach (var item in objectsToDeactivate) { item.SetActive(false); } }
public void StopMixing() { activeCauldron = null; foreach (var item in objectsToDeactivate) { item.SetActive(true); } foreach (GameObject gameObject in objectsToActivate) { gameObject.SetActive(false); } InventoryManager.InventoryIsOpen = false; PlayerManager.CurrentPlayer.GetComponent <PlayerMovement>().ChangeState(PlayerMovement.PlayerState.Waiting); }