public void CleanUp() { CurrentTraverse = null; CurrentTraverseRoom = null; NextTraverseRoom = null; roomIndex = 0; }
//TraverseScript tr, Vector3 direction) public void EnterTraverse() { var waypoints = WaypointManager.Instance.TraverseWaypoints; roomIndex = 0; MissionLogic.Fsm.Event("Entering Traverse"); CurrentTraverse = waypoints[0].pathways.First(t => t.Value.waypoints.Contains(waypoints[1])).Value; CurrentTraverse.ToggleActive(); var roomCount = CurrentTraverse.rooms.Count - 1; roomDirection = CurrentTraverse.waypoints.IndexOf(waypoints[0]) == 0; for (int i = 0; i <= roomCount; i++) { //var script = roomDirection ? CurrentTraverse.rooms[i] : CurrentTraverse.rooms[roomCount - i]; //script.text = RoomColliders[i].GetComponentInChildren<TextMesh>(); RoomColliderVariables[i].Value = roomDirection ? CurrentTraverse.rooms[i].gameObject : CurrentTraverse.rooms[roomCount - i].gameObject; } //gameObject.SetActive(true); MissionLogic.Fsm.Event("Traverse Loaded"); }
public void LeaveTraverse() { //Debug.Log("Leaving Traverse " + (CurrentTraverse == null) + (CurrentTraverseRoom == null)); //CurrentTraverseRoom.IsOccupied = false; if (CurrentTraverse != null) { CurrentTraverse.ToggleActive(); CurrentTraverse = null; } if (CurrentTraverseRoom != null) { CurrentTraverseRoom.ToggleActive(); CurrentTraverseRoom = null; } //for (int i = 0; i < RoomColliderVariables.Count; i++) //{ // RoomColliderVariables[i].Value = null; //} //this.gameObject.SetActive(false); }