Files
HauntedBloodlines/Assets/Scripts/Story/MainHouseDoorManager.cs
2025-05-29 22:31:40 +03:00

62 lines
1.7 KiB
C#

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);
}
}