using System.Collections; using System.Collections.Generic; using UnityEngine; using Raumgleiter.BaseRGDK.Interface; public class Processing : MonoBehaviour { //WorldReference public static Processing WorldReference; //Connections //[Header("Connections")] //Resources //[Header("Resources")] //Attributes //[Header("Attributes")] //Stats //[Header("Stats")] // protected bool IsSetUp = false; protected bool IsAwoken = false; //Getter //Delegates //------------------------------------------------------------------------------------------------------------------ //awake protected void Awake() { //Already Awoken? if (!IsAwoken) { IsAwoken = true; WorldReference = this; } } //------------------------------------------------------------------------------------------------------------------ //start //------------------------------------------------------------------------------------------------------------------ //setup // public void SetUp() // { // Awake(); // IsSetUp = true; // } //------------------------------------------------------------------------------------------------------------------ //destroy //*********************************************************************************************************************** //update //*********************************************************************************************************************** //refresh //------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------ //*********************************************************************************************************************** //events //------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------ //*********************************************************************************************************************** //private, protected //------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------ //*********************************************************************************************************************** //internal //------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------ //*********************************************************************************************************************** //public static //------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------ //*********************************************************************************************************************** //public public void OpenClose(bool isOpen) { //LoadingScreen.SetActive(isOpen); if (isOpen) { LoadingScreen.WorldReference.StartLoading(); //StartCoroutine(RunProcess()); } else { LoadingScreen.WorldReference.StopLoading(); } //if(isOpen) //{ // Debug.Log("Opened Processing"); //} //else //{ // Debug.Log("Closed Processing"); //} //Debug.Log("Processing is open: " + (isOpen ? "yes!" : "never!")); } //------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------ //*********************************************************************************************************************** //getter, setter //------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------ }