// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.E) && touching) { foreach (Transform child in transform) { //Checking if the child object is not the minimap object by comparison of layer //May need tweaking if more children are added to the lever if (child.gameObject.layer == LayerMask.NameToLayer("Default")) { childLock = child.GetComponent <StateStorage>(); childLock.UpdateState(); } } this.GetComponent <StateStorage>().UpdateState(); } //Must be called every second to be updated by time travel if (this.GetComponent <StateStorage>().state) { this.GetComponent <SpriteRenderer>().sprite = leverTurnLeft; } else { this.GetComponent <SpriteRenderer>().sprite = leverTurnRight; } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.E) && touching == true) { stateStorage.UpdateState(); if (stateStorage.state) { cctrl.up8 = false; cctrl.down8 = false; cctrl.right8 = false; cctrl.left8 = false; } } //Must be done every second to account for changes with time travel if (stateStorage.state) { this.GetComponent <SpriteRenderer>().sprite = doorOpen; this.gameObject.tag = "gimmickNonWall"; } else { this.GetComponent <SpriteRenderer>().sprite = doorClosed; this.gameObject.tag = "gimmick"; } }
void OnTriggerEnter2D(Collider2D col) { if (col.name == "Feet") { this.GetComponent <StateStorage>().UpdateState(); foreach (Transform child in transform) { if (child.gameObject.layer == LayerMask.NameToLayer("Default")) { childLock = child.GetComponent <StateStorage>(); childLock.UpdateState(); } } } }