/*void SetPos(Vector3 pos, bool puzzle){ * * transform.position = pos; * * //if puzzle = true then turn off smoothfollow * if(puzzle){ * isFollowing = false; * }else{ * isFollowing = true; * } * * }*/ void SetPos(CameraChangePos x) { transform.position = x.pos; //if puzzle = true then turn off smoothfollow if (x.isPuzzle) { isFollowing = false; } else { isFollowing = false; } }
void Deactivate() // deactivate current ZDB { if (zoomList.Count != 0) // make sure we have a zoom to deactivate first //ZDB temp = zoomQueue.Peek() as ZDB;// use the latest zoom { ZDB temp = zoomList[zoomList.Count - 1]; if (temp.uses_puzzel) { if (temp.current_manager != null) { temp.current_manager.Active(false); // activate the current pussel-manager } else { //Debug.LogError("Pussel-manager couldn't be activated"); } } GameObject.Find(temp.name).GetComponent <GUI_Parent>().Activate(false); // activates the GUI-components of the current zoom. if (zoomList.Count == 1) { //Debug.Log("You left the zoom"); GameObject.Find("MasterMind").SendMessage("SetIsPuzzle", false); // Let the input manager know we are in a puzzel. } //------------------------- cam_ref.gameObject.SetActive(true); //cam_ref.GetComponent<AudioListener>().enabled = true; //temp.zoom_cam.GetComponent<AudioListener>().enabled = false; temp.zoom_cam.gameObject.SetActive(false); // = false; //------------------------- CameraChangePos messenger = new CameraChangePos(); /* Change the camera position and let it know we are in puzzel mode */ //messenger.pos = temp.deactive_pos; 0, /* Uses a struct with a position and a bool as a data messenger */ messenger.pos = Camera.main.transform.position; messenger.isPuzzle = (zoomList.Count == 1 ? false : true); /* */ //cam_ref.SendMessage("SetPos", false); // the new camera position is set. //cam_ref.SendMessage("SetZoom", false); // the new camera position is set. DeacitivateCurrent(); // remove the deactive zoom from the manager. if (zoomList.Count != 0) // if there is another { Activate(); } else { //Debug.Log ("Can't deactivate the zoom because the is no zoom active (the queue is empty)"); } } }
/*void SetPos(Vector3 pos, bool puzzle){ transform.position = pos; //if puzzle = true then turn off smoothfollow if(puzzle){ isFollowing = false; }else{ isFollowing = true; } }*/ void SetPos(CameraChangePos x){ transform.position = x.pos; //if puzzle = true then turn off smoothfollow if(x.isPuzzle){ isFollowing = false; }else{ isFollowing = false; } }
void Deactivate(){// deactivate current ZDB if(zoomList.Count != 0){// make sure we have a zoom to deactivate first //ZDB temp = zoomQueue.Peek() as ZDB;// use the latest zoom ZDB temp = zoomList[zoomList.Count - 1]; if(temp.uses_puzzel){ if(temp.current_manager != null){ temp.current_manager.Active(false);// activate the current pussel-manager }else{ //Debug.LogError("Pussel-manager couldn't be activated"); } } GameObject.Find(temp.name).GetComponent<GUI_Parent>().Activate(false); // activates the GUI-components of the current zoom. if(zoomList.Count == 1){ //Debug.Log("You left the zoom"); GameObject.Find("MasterMind").SendMessage("SetIsPuzzle", false); // Let the input manager know we are in a puzzel. } //------------------------- cam_ref.gameObject.SetActive(true); //cam_ref.GetComponent<AudioListener>().enabled = true; //temp.zoom_cam.GetComponent<AudioListener>().enabled = false; temp.zoom_cam.gameObject.SetActive(false);// = false; //------------------------- CameraChangePos messenger = new CameraChangePos(); /* Change the camera position and let it know we are in puzzel mode */ //messenger.pos = temp.deactive_pos; 0, /* Uses a struct with a position and a bool as a data messenger */ messenger.pos = Camera.main.transform.position; messenger.isPuzzle = (zoomList.Count == 1 ? false : true); /* */ //cam_ref.SendMessage("SetPos", false); // the new camera position is set. //cam_ref.SendMessage("SetZoom", false); // the new camera position is set. DeacitivateCurrent(); // remove the deactive zoom from the manager. if(zoomList.Count != 0){// if there is another Activate (); }else{ //Debug.Log ("Can't deactivate the zoom because the is no zoom active (the queue is empty)"); } } }