public void TemporarilyDisableNodeD() { //allows you to actually get off nodes instead of constantly attaching //called when you leave a node line anim.SetBool (_currentNodeD.key, false); //sets the animation state to false _currentNodeD.DisableNodeSending (); _currentNodeD = null; attachedNodes.Clear (); Invoke ("EnableNodeD", .3f); }
public void OnlyOneNodeD(Node_Detector _nd ) { //called when you first get onto a node line _currentNodeD = _nd; anim.SetBool (_currentNodeD.key, true); //sets the animation state to attached attachPos = _nd.alignPos; for(int i = 0; i < nodeDList.Count ; i++){ if(nodeDList[i] != _nd){ Debug.Log(nodeDList[i].name + " disabled"); nodeDList[i].DisableNodeSending(); } } }