/// <summary> /// Calls the inventory. /// </summary> /// <param name="b">If set to <c>true</c> b.</param> public void CallInventory(bool b) { if (!inventoryLocked) { inventoryUp = b; invControl.setInventoryState(b); inventoryOn = b; if (player.GetComponent <MouseLook> ().enabled&& inventoryUp) { changePlayerState(b); } if (!player.GetComponent <MouseLook> ().enabled&& !inventoryUp && !inventoryLocked && !tabletUp) { changePlayerState(b); } } if (map.activeSelf && inventoryUp) { map.GetComponent <MapController> ().CloseMap(); } if (inventoryUp) { Cursor.visible = true; Screen.lockCursor = false; } else if (!tabletUp && !map.activeSelf) { Cursor.visible = false; Screen.lockCursor = true; } }
/// <summary> /// Calls the inventory. /// </summary> /// <param name="b">If set to <c>true</c> b.</param> public void CallInventory(bool b) { if (!inventoryLocked) { inventoryUp = b; invControl.setInventoryState(b); if (player.GetComponent <MouseLook> ().enabled&& inventoryUp) { changePlayerState(); } if (!player.GetComponent <MouseLook> ().enabled&& !inventoryUp && !inventoryLocked && !tabletUp) { changePlayerState(); } } if (map.activeSelf) { map.SetActive(false); mapUp = false; } if (inventoryUp) { Cursor.visible = true; Screen.lockCursor = false; locomotionCanvas.enabled = false; dicaLocomotionCanvas.enabled = true; } else if (!tabletUp && !map.activeSelf) { Cursor.visible = false; Screen.lockCursor = true; locomotionCanvas.enabled = true; dicaLocomotionCanvas.enabled = false; } }