using System.Collections; using System.Collections.Generic; using UnityEngine; public class MainHouseDoorManager : MonoBehaviour { [Header("Manage Doors In Rooms")] [Header("HOUSE")] [SerializeField] private ManageDoorsInRoom[] manageDoorsInHouse; [HideInInspector] public bool IsDraggingADoor; private static MainHouseDoorManager _instance; public static MainHouseDoorManager GetInstance() { return _instance; } void Awake() { if (!_instance) { _instance = this; } } public bool CanOpenDoor(int manageDoorsInHouseID, int doorID) { if (manageDoorsInHouse[manageDoorsInHouseID].door[doorID].CanOpenDoor) { return true; } else { return false; } } public void LockDoor(int manageDoorsInHouseID, int doorID) { manageDoorsInHouse[manageDoorsInHouseID].door[doorID].LockDoor(); #region Debugging Debug.Log("Locks door", manageDoorsInHouse[manageDoorsInHouseID].door[doorID]); #endregion } public void UnlockDoor(int manageDoorsInHouseID, int doorID) { manageDoorsInHouse[manageDoorsInHouseID].door[doorID].UnlockDoor(); #region Debugging Debug.Log("Unlocks door", manageDoorsInHouse[manageDoorsInHouseID].door[doorID]); #endregion } public void OpenDoor(int manageDoorsInHouseID, int doorID, float doorLerpSpeed) { manageDoorsInHouse[manageDoorsInHouseID].door[doorID].OpenDoor(doorLerpSpeed); } public void CloseDoor(int manageDoorsInHouseID, int doorID, float doorLerpSpeed) { manageDoorsInHouse[manageDoorsInHouseID].door[doorID].CloseDoor(doorLerpSpeed); } }