public void ActiveWall(PylonEle pylonEle) { pylonEle.SetPylonState(PylonState.Active); int index = pylonEle.GetIndex(); if (index == m_PylonEles.Length - 1) { m_Symbol = -1; } else if (index == 0) { m_Symbol = 1; } int nextIndex = index + m_Symbol; PylonEle toPylonEle = m_PylonEles[nextIndex]; AddWallImp(pylonEle, toPylonEle); }
public void DestroyWall(PylonEle pylonEle) { pylonEle.SetPylonState(PylonState.Frozen); int index = pylonEle.GetIndex(); if (index == m_PylonEles.Length - 1) { m_Symbol = -1; } else if (index == 0) { m_Symbol = 1; } int nextIndex = index + m_Symbol; PylonEle toPylonEle = m_PylonEles[nextIndex]; toPylonEle.SetPylonState(PylonState.CountDown); if (m_CurWall != null) { m_CurWall.gameObject.SetActive(false); } }