示例#1
0
		/// <summary>
		/// Activate this instance.
		/// </summary>

		public override void Activate() {

	//		Debug.Log ("Activate Room: " + this.Key);

			// Disable the active room
			//if (_activeRoom != null) {_activeRoom.Deactivate ();}
			// Enable this object
			Enable ();
			// Set the active room to this
			_activeRoom = this;
			// Apply the fog settings of this room

			_fogSettings.ApplyFog ();

			// Attempt to activate conditional object - most of these will be lighting conditions
			UpdateConditionalObjects ();

			foreach (Room room in GameObject.FindObjectsOfType<Room>()) {
				if(room != this) {
					room.Deactivate();
				}
			
			}
         

			// Raised the room activated event

			if (RoomActivated != null) {
			
				RoomActivated.Invoke(this, new RoomEventArgs("blank"));
			
			}
		}
示例#2
0
		/// <summary>
		/// Deactivate this instance.
		/// </summary>

		public override void Deactivate() {

//			Debug.Log ("Deactivating Room: " + this.Key);

			Disable ();
			if (this.IsActive) {
								_activeRoom = null;
						}
			
		}
		/// <summary>
		/// Sets the properties. This will only happen in the editor.
		/// </summary>

		public void SetProperties(string key, bool doesSpawnPC, CameraNode cameraNode, Room room) {

			#if UNITY_EDITOR
			UnityEditor.EditorUtility.SetDirty(this);
			#endif
			//_key = key;
			OnRenameKey (key);
			_spawnActivePC = doesSpawnPC;
			_cameraNode = cameraNode;
			_room = room;
		}