// public void GoToBldg(string address) { // currentAddress = address; // if (AddressUtils.isBldg(address)) { // currentAddress = AddressUtils.generateInsideAddress (address); // } // AddressChanged (); // } // public void GoIn() { // InputField input = GameObject.FindObjectOfType<InputField> (); // currentAddress = input.text; // AddressChanged (); // } // public void GoOut() { // InputField input = GameObject.FindObjectOfType<InputField> (); // currentAddress = AddressUtils.getContainerFlr(input.text); // AddressChanged (); // } // public void GoUp() { // InputField input = GameObject.FindObjectOfType<InputField> (); // currentAddress = input.text; // int level = AddressUtils.getFlrLevel(currentAddress); // currentAddress = AddressUtils.replaceFlrLevel (currentAddress, level + 1); // AddressChanged (); // } // public void GoDown() { // InputField input = GameObject.FindObjectOfType<InputField> (); // currentAddress = input.text; // int level = AddressUtils.getFlrLevel(currentAddress); // if (level > 0) { // currentAddress = AddressUtils.replaceFlrLevel (currentAddress, level - 1); // } // AddressChanged (); // } public void AddressChanged() { Debug.Log("Address changed to: " + currentAddress); // InputField input = GameObject.FindObjectOfType<InputField> (); // if (input.text != currentAddress) { // input.text = currentAddress; // } PlayerPrefs.SetString("currentAddress", currentAddress); // TODO validate address currentFlr = AddressUtils.extractFlr(currentAddress); // TODO check whether it changed // check whether we need to switch scene if (currentAddress.ToLower() == "g" && SceneManager.GetActiveScene().name == "Floor") { SceneManager.LoadScene("Ground"); return; } if (currentAddress.ToLower() != "g" && SceneManager.GetActiveScene().name == "Ground") { SceneManager.LoadScene("Floor"); return; } // load the new address switchAddress(currentAddress); }