private void OnTriggerEnter(Collider other)
 {
     Destroy(gameObject);
     pauseButton.SetActive(false);
     BuiltButton.SetActive(false);
     Gameover.SetActive(true);
 }
Beispiel #2
0
    void ActionOnStates()
    {
        switch (m_states)
        {
        case GameState.SCAN:
            Debug.Log("Scanning");

            break;


        case GameState.GAMEPLAY:
            //Debug.Log("Gameplay");

            mainCharacter.SetActive(true);
            pauseButton.SetActive(true);
            BuiltButton.SetActive(true);
            doneButton.SetActive(false);
            BuiltButton.SetActive(true);
            BackToGameplay.SetActive(false);
            World.SetActive(true);
            Coins.SetActive(true);
            Stairs.SetActive(true);
            timerCountDown.SetActive(false);

            if ((m_reconstructionBehaviour != null) && (m_reconstructionBehaviour.Reconstruction != null))
            {
                m_reconstructionBehaviour.Reconstruction.Stop();
            }

            break;


        case GameState.PROPRENDERING:
            Debug.Log("Render Models");
            // rendering models
            break;


        case GameState.RESET:

            SceneManager.LoadScene("CimbItAR");

            Time.timeScale = 1;
            Debug.Log("Go back to starting page");

            break;

        case GameState.ONBUILT:

            pauseButton.SetActive(false);
            BackToGameplay.SetActive(true);
            BuiltButton.SetActive(false);
            timerCountDown.SetActive(true);

            Debug.Log("You can now build");
            //baseBuilding.onBuilding();

            break;


        case GameState.PAUSE:

            Debug.Log("Pause");
            pausePanel.SetActive(true);
            pauseButton.SetActive(false);
            BuiltButton.SetActive(false);
            BackToGameplay.SetActive(false);

            Time.timeScale = 0;

            break;

        case GameState.UNPAUSE:
            Debug.Log("Un Pause");

            pausePanel.SetActive(false);
            pauseButton.SetActive(true);
            Time.timeScale = 1;
            m_states       = GameState.GAMEPLAY;

            break;
        }
    }