public void ChangeCurrentRoom(int id) { currentRoomid = id; currentRoom = rooms[id]; roomState?r = roomsState[id] as System.Nullable <roomState>; currentRoomState = r ?? roomState.none; }
public bool getCurrentRoomState(int x, int y) { roomState temp = roomMap[x, y]; if (temp == roomState.visited) { return(true); } return(false); }
public void ResetLevel() { for (int i = 0; i < rooms.Length; i++) { roomsState[i] = roomState.none; rooms[i].resetRoom(); } currentRoom = rooms[0]; currentRoomState = roomState.none; keyNomber = 0; rooms[0].Initialize(); }
// Start is called before the first frame update void Start() { roomsState = new ArrayList(); for (int i = 0; i < rooms.Length; i++) { rooms[i].setId(i); roomsState.Add(roomState.none); if (rooms[i].roomType == RoomManager.roomTypeEnum.extermination || rooms[i].roomType == RoomManager.roomTypeEnum.parcours) { totalKeyNumber++; } } currentRoom = rooms[0]; currentRoomState = roomState.finished; keyNomber = 0; }
public void ChangeCurrentRoomState(roomState state) { currentRoomState = state; roomsState[currentRoomid] = currentRoomState; }