Пример #1
0
 public void CleanUp()
 {
     CurrentTraverse = null;
     CurrentTraverseRoom = null;
     NextTraverseRoom = null;
     roomIndex = 0;
 }
Пример #2
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");
    }
Пример #3
0
    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);
    }