public virtual bool ActivateMapPiece(bool coverActive = false) { WorldBuilder.AttachMapToNode(this); LocationManager.RemoveUnNeededCubes(); if (coverActive) { NodeCover.SetActive(false); // this turns the cover off return(false); // this is not a fail, this is deactivation } else { NodeCover.SetActive(true); // this turns the cover On return(true); } }
public virtual bool ActivateMapPiece <T>(T nodeType, bool coverActive, GameObject cover) where T : BaseNode // turn on all map objects { _nodeCover = cover.gameObject; WorldBuilder.AttachMapToNode(nodeType); //Vector3 testLocVect = new Vector3(200, 0, 0); //Vector3 testRotVect = new Vector3(0, 0, 0); //float thrust = 5; //NetWorkManager.NetworkAgent.CmdTellServerToMoveWorldNode(NodeID, testLocVect, testRotVect, thrust); if (coverActive) { _nodeCover.SetActive(false); // this turns the cover off return(false); // this is not a fail, this is deactivation } else { _nodeCover.SetActive(true); // this turns the cover On return(true); } }