void HandlePhotoTaken(Texture2D _takenPhoto)
    {
        photoAnimController.PlayShotAnim();

        tex_takenPhoto = _takenPhoto;
        // Show rImg_takenPhoto
        uiController.ApplyTakenPhotoToRawImage(_takenPhoto);

        time_TakePhoto++;
        if (time_TakePhoto >= limit_takePhoto)
        {
            canTakePhoto = false;
        }

        GoToState(Extension.GameState.ConfirmState);
    }
Beispiel #2
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    void HandlePhotoTaken(Texture2D _takenPhoto)
    {
        photoAnimController.PlayShotAnim();

        photoCount += 1;

        // Show rImg_takenPhoto
        rImg_takenPhoto.texture = _takenPhoto;
        rImg_takenPhoto.gameObject.SetActive(true);

        // Save taken photo as a png file
        string fullName = FileIOUtility.GenerateFileName(fileName, photoCount, FileIOUtility.FileExtension.PNG);

        FileIOUtility.SaveImage(_takenPhoto, savePath, fullName, FileIOUtility.FileExtension.PNG);

        // Wait for some time and go back to a playable status
        StartCoroutine(E_WaitAndReset());
    }
Beispiel #3
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 void HandleCountDownFinish()
 {
     Debug.Log("Count Down Finish!");
     photoAnimController.PlayShotAnim();
 }