using System.Collections; using System.Collections.Generic; using UnityEngine; using System; public class KeysManager : MonoBehaviour { public List keyNameID; public string currentlySelectedInventoryKeyNameID; public bool currentlySelectedKeyAndDoorNameMatch; public bool currentlySelectedJointAndJointHoleMatch; //public string currentlySelectedKeyType; public GameObject currentlySelectedKeyGo; public GameObject currentlySelectedKeyModelForKeyHole; public List keysToRemoveFromSavedData; private static KeysManager _instance; public static KeysManager GetInstance() { return _instance; } public enum CurrentlySelectedKeyType { None, DoorKeyType, BodyPartKeyType } public CurrentlySelectedKeyType currentlySelectedKeyType = CurrentlySelectedKeyType.None; public void ChangeCurrentlySelectedKeyType(string keyType) { currentlySelectedKeyType = (CurrentlySelectedKeyType)Enum.Parse(typeof(CurrentlySelectedKeyType), keyType); } private void Awake() { if (!_instance) { _instance = this; } } public void AddKeyNameID(string NewKeyNameID) { keyNameID.Add(NewKeyNameID); } // Function to remove an item from the list based on its name public void RemoveKeyNameIDFromList(string itemName) { if (keyNameID.Contains(itemName)) { keysToRemoveFromSavedData.Add(itemName); keyNameID.Remove(itemName); Debug.Log(itemName + " removed from the list."); } else { Debug.LogWarning(itemName + " not found in the list."); } } }