using System.Collections; using System.Collections.Generic; using UnityEngine; public class WindowsManager : MonoBehaviour { [Header("Manage windows In Rooms")] [Header("Loops")] [SerializeField] private ManageWindowsInRoom[] manageWindowsInLoop; private static WindowsManager _instance; public static WindowsManager GetInstance() { return _instance; } void Awake() { if (!_instance) { _instance = this; } } public bool WindowIsOpen(int manageWindowsInLoopID, int windowID) { if (manageWindowsInLoop[manageWindowsInLoopID].window[windowID].WindowIsOpen) { return true; } else { return false; } } public void LockWindow(int manageWindowsInLoopID, int windowID) { manageWindowsInLoop[manageWindowsInLoopID].window[windowID].LockWindow(); #region Debugging Debug.Log("Locks window", manageWindowsInLoop[manageWindowsInLoopID].window[windowID]); #endregion } public void UnlockWindow(int manageWindowsInLoopID, int windowID) { manageWindowsInLoop[manageWindowsInLoopID].window[windowID].UnlockWindow(); #region Debugging Debug.Log("Unlocks window", manageWindowsInLoop[manageWindowsInLoopID].window[windowID]); #endregion } public void OpenWindow(int manageWindowsInLoopID, int windowID, float windowLerpTime) { manageWindowsInLoop[manageWindowsInLoopID].window[windowID].OpenThisWindow(windowLerpTime); #region Debugging Debug.Log("Window opened", manageWindowsInLoop[manageWindowsInLoopID].window[windowID]); #endregion } }