using UnityEngine; public static class ObjectManager { //collects all important objects for later reference private static GameObject[] gameObjects = new GameObject[100]; public static void SetReferences() { gameObjects[0] = GameObject.FindGameObjectWithTag("Player"); gameObjects[1] = GameObject.Find("Drag Line"); gameObjects[2] = GameObject.Find("Death Wall"); gameObjects[3] = GameObject.Find("Interaction Surface"); gameObjects[4] = GameObject.Find("Persistent Object"); gameObjects[5] = GameObject.Find("EventSystem"); } public static GameObject GetObject(int objectIndex) { return gameObjects[objectIndex]; } public static void SetInteractionSurfaceState() { //if the death, pause, unlocks panel, or main menu canvas are open, turn it off. if (GUIManager.GetPauseCanvasState() || GUIManager.GetDeathCanvasState() || GUIManager.GetMainMenuCanvasState() || GUIManager.GetUnlocksPanelState()) { gameObjects[3].GetComponent<ApplyForceToPlayer>().ManuallyDisabledMovement = true; gameObjects[3].GetComponent<ApplyForceTouch>().ManuallyDisabledMovement = true; gameObjects[3].GetComponent<ApplyForceController>().ManuallyDisabledMovement = true; } else { gameObjects[3].GetComponent<ApplyForceToPlayer>().ManuallyDisabledMovement = false; gameObjects[3].GetComponent<ApplyForceTouch>().ManuallyDisabledMovement = false; gameObjects[3].GetComponent<ApplyForceController>().ManuallyDisabledMovement = false; } } }