Beispiel #1
0
        public void DeactivateObject()
        {
            //    if (TrainingStateManager.Instance.GetCurrentStateItems() == null)
            //     return;

            eItems next = TrainingStateManager.Instance.GetNextItem(CurrentItem);

            ManagerInteractItems.Instance.ActivateNextObject(next);
            CanInteract = false;
            if (MyMeshRenderer != null)
            {
                StopCoroutine("FlashingObject");
            }
            if (CanvasText != null)
            {
                CanvasText.SetActive(true);
                Image _imageCompleted = CanvasText.transform.GetComponentInChildren <Image>();
                if (_imageCompleted != null)
                {
                    _imageCompleted.sprite = Resources.Load <Sprite>("Sprites/completed");
                }
                Invoke("DeactivateImageCompleted", 2);
            }
            if (MyMeshRenderer != null)
            {
                MyMeshRenderer.material.SetColor("_EmissionColor", Color.black);
            }
        }
        // Use this for initialization
        public override void Start()
        {
            SituationName   = GlobalTrainingString.oilSpill;
            currentState    = eTrainingState.OilSpill;
            SequencingItems = new eItems[] { eItems.FireAlert, eItems.Rod, eItems.MusterPoint };
            ManagerInteractItems.Instance.ActivateNextObject(SequencingItems[0]);

            InteractItem _item = ManagerInteractItems.Instance.GetItem(eItems.Rod);

            _item.GetComponent <RodItem>().ActivateSituation();
        }
        // Use this for initialization
        public override void Start()
        {
            SituationName   = GlobalTrainingString.evacuation;
            currentState    = eTrainingState.Evacuation;
            SequencingItems = new eItems[] { eItems.GasMask, eItems.EmergencyEvacuation };
            ManagerInteractItems.Instance.ActivateNextObject(SequencingItems[0]);

            InteractItem  _item  = ManagerInteractItems.Instance.GetItem(eItems.FireAlert);
            FireAlertItem _alert = _item.GetComponent <FireAlertItem>();

            _alert.LightAlert.SetActive(true);
        }
Beispiel #4
0
        // Use this for initialization
        public override void Start()
        {
            SituationName   = GlobalTrainingString.fire;
            currentState    = eTrainingState.Fire;
            SequencingItems = new eItems[] { eItems.FireAlert, eItems.Extinguisher, eItems.Fire, eItems.MusterPoint };
            ManagerInteractItems.Instance.ActivateNextObject(SequencingItems[0]);

            InteractItem _item = ManagerInteractItems.Instance.GetItem(eItems.Fire);
            FireItem     _fire = _item.GetComponent <FireItem>();

            _fire.gameObject.SetActive(true);
        }
Beispiel #5
0
        public InteractItem GetItem(eItems _item)
        {
            if (_item == eItems.None)
            {
                return(null);
            }

            InteractItem _interactItem = Items.First(x => x.GetCurrentItem() == _item);

            _interactItem.gameObject.SetActive(true);
            return(_interactItem);
        }
 public int GetNumItemsInCurrentState(eItems _item)
 {
     eItems[] items = GetCurrentStateItems();
     for (int i = 0; i < items.Length; i++)
     {
         if (items[i] == _item)
         {
             return(i);
         }
     }
     return(-1);
 }
Beispiel #7
0
        public void ActivateNextObject(eItems numNext)
        {
            if (numNext == eItems.None)
            {
                return;
            }

            int lenght = Items.Length;

            for (int i = 0; i < lenght; i++)
            {
                if (Items[i].GetCurrentItem() == numNext && Items[i].GetCanInteract())
                {
                    Items[i].gameObject.SetActive(true);
                    Items[i].ActivateObject();
                    break;
                }
            }
        }
        public eItems GetNextItem(eItems currentItem)
        {
            int nextNum = 0;
            int lenght  = currentState.SequencingItems.Length;

            for (int i = 0; i < lenght; i++)
            {
                if (i == lenght - 1)
                {
                    return(eItems.None);
                }
                if (currentState.SequencingItems[i] == currentItem)
                {
                    nextNum = i + 1;
                    break;
                }
            }
            return(currentState.SequencingItems[nextNum]);
        }