Beispiel #1
0
    public void SwitchTo(string station)
    {
        // disable all camera
        LobbyCamera.enabled    = false;
        HelmCamera.enabled     = false;
        TacticalCamera.enabled = false;
        SensorsCamera.enabled  = false;
        SensorsCamera.enabled  = false;

        // inactivate all interfaces
        Lobby.SetActive(false);
        Helm.SetActive(false);
        Tactical.SetActive(false);
        Sensors.SetActive(false);
        Sensors.SetActive(false);

        // activate the appropriate station
        switch (station)
        {
        case "lobby":
            LobbyCamera.enabled = true;
            Lobby.SetActive(true);
            Lobby.GetComponent <Lobby>().Activate();
            break;

        case "helm":
            HelmCamera.enabled = true;
            Helm.SetActive(true);
            Helm.GetComponent <Helm>().Activate();
            break;

        case "tactical":
            TacticalCamera.enabled = true;
            Tactical.SetActive(true);
            Tactical.GetComponent <Tactical>().Activate();
            break;

        case "sensors":
            SensorsCamera.enabled = true;
            Sensors.SetActive(true);
            Sensors.GetComponent <Sensors>().Activate();
            break;

        case "scanners":
            ScannersCamera.enabled = true;
            Scanners.SetActive(true);
            //Scanners.GetComponent<Scanners>().Activate();
            break;
        }
    }
Beispiel #2
0
    void Start()
    {
        // references
        Network = GameObject.Find("Interface").GetComponent <Network>();

        // make all camera objects active and all cameras but Lobby covered
        foreach (var camera in Resources.FindObjectsOfTypeAll <Camera>())
        {
            switch (camera.name)
            {
            case "LobbyCamera":
                LobbyCamera = camera;
                LobbyCamera.gameObject.SetActive(true);
                LobbyCamera.enabled = true;
                break;

            case "HelmCamera":
                HelmCamera = camera;
                HelmCamera.gameObject.SetActive(true);
                HelmCamera.enabled = false;
                break;

            case "TacticalCamera":
                TacticalCamera = camera;
                TacticalCamera.gameObject.SetActive(true);
                TacticalCamera.enabled = false;
                break;

            case "SensorsCamera":
                SensorsCamera = camera;
                SensorsCamera.gameObject.SetActive(true);
                SensorsCamera.enabled = false;
                Sensors = camera.GetComponentInParent <Sensors>().gameObject;
                Sensors.SetActive(false);
                break;

            case "ScannersCamera":
                ScannersCamera = camera;
                ScannersCamera.gameObject.SetActive(true);
                ScannersCamera.enabled = false;
                break;
            }
        }

        // make all interfaces inactive except the lobby
        foreach (var canvas in Resources.FindObjectsOfTypeAll <Canvas>())
        {
            switch (canvas.name)
            {
            case "Lobby":
                Lobby = canvas.gameObject;
                Lobby.SetActive(true);
                break;

            case "Helm":
                Helm = canvas.gameObject;
                Helm.SetActive(false);
                break;

            case "Tactical":
                Tactical = canvas.gameObject;
                Tactical.SetActive(false);
                break;

            case "Scanners":
                Scanners = canvas.gameObject;
                Scanners.SetActive(false);
                break;
            }
        }
    }