EventClass.enable C# (CSharp) Method

enable() public method

public enable ( ) : void
return void
  public void enable () {
    for (int i = 0; i < UIObjects.Length; i++) {
      if (UIObjects [i].EventObject != null) {
        Tutorial.SwitchOnOff Interface = (Tutorial.SwitchOnOff)UIObjects [i].EventObject.GetComponent<Tutorial.SwitchOnOff> ();
        Interface.enable ();
        Interface.transparent(UIObjects[i].transparent);
        if (UIObjects [i].flag == false) {
          Interface.disable ();
        } else {
          Interface.enable ();
        }
        Interface.transparent(UIObjects[i].transparent);
      }
    }
    
    if (enabled == false) {
      for (int i = 0; i < EventObjects.Length; i++) {
        for (int j = 0; j < EventObjects[i].spawn_params.Count; j++) {
          GameObject clone;
          clone = GameObject.Instantiate (EventObjects [i].EventObject, EventObjects [i].spawn_params [j].spawnLocation, Quaternion.identity) as GameObject;
          clone.name = clone.name.Replace ("(Clone)", " ");
          clone.name = "Tutorial_" + clone.name;
          if(EventObjects[i].spawn_params[j].spawnScale.x != 0.0f) {
            if(EventObjects[i].spawn_params[j].spawnScale.y != 0.0f) {
              clone.transform.localScale = EventObjects[i].spawn_params[j].spawnScale;
            }
          }
          GameObject.Find ("EventSystem").GetComponent<ObjectCollection> ().Add (clone);
        }
      }
    }
    enabled = true;
  }