Beispiel #1
0
    void SceneLoaded(VTOLScenes scene)
    {
        switch (scene)
        {
        case VTOLScenes.Akutan:
        case VTOLScenes.CustomMapBase:
            StartCoroutine("SetupScene");
            break;

        case VTOLScenes.VehicleConfiguration:
            if (bettyVoiceProfiles.Count > 0)
            {
                Debug.Log("Replacing betty!");
                currentProfileID      = UnityEngine.Random.Range(0, bettyVoiceProfiles.Count);
                currentProfile        = profiles[currentProfileID];
                currentCommonWarnings = bettyVoiceProfiles[currentProfileID];
            }
            else
            {
                Debug.Log("There are no betty voice packs, cannot replace betty...");
            }
            break;

        default:
            break;
        }
    }
Beispiel #2
0
 private void SceneChanged(VTOLScenes scenes)
 {
     if (scenes == VTOLScenes.Akutan || scenes == VTOLScenes.CustomMapBase) // If inside of a scene that you can fly in
     {
         StartCoroutine(main());
     }
 }
Beispiel #3
0
    private void SceneLoaded(VTOLScenes scene)
    {
        UnityEngine.CrashReportHandler.CrashReportHandler.enableCaptureExceptions = false;
        Debug.Log($"Scene Switch! { scene.ToString() }");

        switch (scene)
        {
        case VTOLScenes.ReadyRoom:
            CreateUI();
            break;

        case VTOLScenes.Akutan:
            Log("Map Loaded from vtol scenes akutan");
            waitingForJoin = null;
            DestroyLoadingSceneObjects();
            StartCoroutine(PlayerManager.MapLoaded());
            break;

        case VTOLScenes.CustomMapBase:
            Log("Map Loaded from vtol scenes custom map base");
            waitingForJoin = null;
            DestroyLoadingSceneObjects();
            StartCoroutine(PlayerManager.MapLoaded());
            break;

        case VTOLScenes.LoadingScene:
            if (playingMP)
            {
                Log("Create Loading Scene");
                CreateLoadingSceneObjects();
                break;
            }
            break;
        }
    }
 private void SceneChanged(VTOLScenes scene)
 {
     if (scene == VTOLScenes.ReadyRoom && PlayerManager.gameLoaded)
     {
         Disconnect();
     }
 }
Beispiel #5
0
 private void lol(VTOLScenes scenes)
 {
     if (scenes == VTOLScenes.Akutan || scenes == VTOLScenes.CustomMapBase)
     {
         StartCoroutine(main());
     }
 }
Beispiel #6
0
 private void lol(VTOLScenes scenes)
 {
     if (scenes == VTOLScenes.Akutan || scenes == VTOLScenes.CustomMapBase) // Don't forget to add running bool
     {
         QuicksaveManager.instance.OnQuicksave += OnQuicksave;
     }
     if (scenes == VTOLScenes.ReadyRoom)
     {
         StartCoroutine(DrawButton());
     }
 }
        public void Create3DChat(GameObject jet, VTOLVehicles type, VTOLScenes scene)
        {
            GameObject temp  = new GameObject();
            GameObject temp3 = UnityEngine.Object.Instantiate(temp);

            textMesh = temp3.AddComponent <TextMeshPro>();
            textMesh.outlineColor       = Color.black;
            textMesh.outlineWidth       = 0.2f;
            textMesh.fontSize           = 0.5f;
            textMesh.enableWordWrapping = false;
            textMesh.alignment          = TextAlignmentOptions.Bottom;
            textMesh.richText           = false;

            if (jet != null)
            {
                textMesh.transform.parent = jet.transform;
                switch (type)
                {
                case VTOLVehicles.AV42C:
                    textMesh.transform.localPosition = new Vector3(-1, 0.4f, 0);
                    break;

                case VTOLVehicles.FA26B:
                    textMesh.transform.localPosition = new Vector3(-1, 0.5f, 5.5f);
                    break;

                case VTOLVehicles.F45A:
                    textMesh.transform.localPosition = new Vector3(-1, 0, 6);
                    break;

                default:
                    textMesh.transform.localPosition = new Vector3(-1, 1, 0);
                    break;
                }
                textMesh.transform.localPosition += Vector3.up * 3;
                textMesh.transform.LookAt(textMesh.transform.position + -jet.transform.right);
            }
            else
            {
                switch (scene)
                {
                case VTOLScenes.ReadyRoom:
                    textMesh.transform.position = new Vector3(-3, -0.5f, -0.5f);
                    break;

                default:
                    textMesh.transform.position = new Vector3(0, 1, 1);
                    break;
                }
                textMesh.transform.position += Vector3.up * 3;
            }
            Update3DChat();
        }
Beispiel #8
0
 private void SceneChanged(VTOLScenes scenes)
 {
     buttonMade = false;
     if (scenes == VTOLScenes.Akutan || scenes == VTOLScenes.CustomMapBase) // If inside of a scene that you can fly in
     {
         StartCoroutine(main());
     }
     else if (scenes == VTOLScenes.ReadyRoom)
     {
         trueSave        = null;
         selectedVehicle = null;
     }
 }
    //This function is called every time a scene is loaded. this behaviour is defined in Awake().
    void SceneLoaded(VTOLScenes scene)
    {
        switch (scene)
        {
        case VTOLScenes.Akutan:
        case VTOLScenes.CustomMapBase:
            StartCoroutine("SetupScene");
            Cursor.visible = false;
            break;

        default:
            Cursor.visible = true;
            break;
        }
    }
Beispiel #10
0
        //This function is called every time a scene is loaded. this behaviour is defined in Awake().
        private void SceneLoaded(VTOLScenes scene)
        {
            //If you want something to happen in only one (or more) scenes, this is where you define it.

            //For example, lets say you're making a mod which only does something in the ready room and the loading scene. This is how your code could look:
            switch (scene)
            {
            case VTOLScenes.ReadyRoom:
                //Add your ready room code here
                break;

            case VTOLScenes.LoadingScene:
                //Add your loading scene code here
                break;
            }
        }
        private void SceneLoaded(VTOLScenes arg0)
        {
            switch (arg0)
            {
            case VTOLScenes.Akutan:
                StartCoroutine(InitWaiter());
                break;

            case VTOLScenes.OpenWater:
                StartCoroutine(InitWaiter());
                break;

            case VTOLScenes.CustomMapBase:
                StartCoroutine(InitWaiter());
                break;
            }
        }
    private void SceneLoaded(VTOLScenes scene)
    {
        switch (scene)
        {
        case VTOLScenes.ReadyRoom:
            CreateUI();
            break;

        case VTOLScenes.Akutan:
        case VTOLScenes.CustomMapBase:
            Log("Map Loaded");
            PlayerManager.MapLoaded();
            break;

        case VTOLScenes.LoadingScene:
            CreateLoadingSceneObjects();
            break;
        }
    }
    private void SceneLoaded(VTOLScenes scene)
    {
        CheckSave();
        currentScene = scene;
        switch (scene)
        {
        case VTOLScenes.Akutan:
            akutan = true;
            StartCoroutine("SetupScene");
            break;

        case VTOLScenes.CustomMapBase:
            akutan = true;
            StartCoroutine("SetupScene");
            break;

        default:
            break;
        }
    }
Beispiel #14
0
 private void SceneLoaded(VTOLScenes scene)
 {
     chat.Create3DChat(VTOLAPI.GetPlayersVehicleGameObject(), VTOLAPI.GetPlayersVehicleEnum(), scene);
     manager.Start();
 }
 private void SceneLoaded(VTOLScenes scene)
 {
     CheckSave();
 }