Example #1
0
    /// <summary>
    /// Draws the specified tool tip.  If null is passed for closest puzzle
    /// no tooltip will be drawn.
    /// </summary>
    /// <param name="closestPuzzle">Data to help draw the tool tip or null to disable the tip</param>
    void SetToolTip(IAmAPuzzle closestPuzzle)
    {
        if (closestPuzzle != null)
        {
            if (toolTipControl.isActiveAndEnabled == false)
            {
                toolTipControl.gameObject.SetActive(true);
                toolTipControl.enabled = true;
            }

            toolTipControl.SetTipText(closestPuzzle.ToolTipText);
        }
        else
        {
            toolTipControl.gameObject.SetActive(false);
            toolTipControl.enabled = false;
        }
    }
Example #2
0
    /// <summary>
    /// finds the tooltip for the closest unsolved puzzle while immersed
    /// Only users not immersed should see the tooltip
    /// </summary>
    void DrawToolTip()
    {
        IAmAPuzzle puzzleNearPlayer = null;

        foreach (KeyValuePair <string, LevelPlayerStateData> players in systemIdToPlayerState)
        {
            if (players.Value.Immersed == true)
            {
                GameObject puzzle          = AvatarStuff[players.Value.PathIndex].Puzzle;
                IAmAPuzzle puzzleInterface = puzzle.GetComponent <IAmAPuzzle>();
                if (puzzleInterface.Solved == false && (players.Value.ImmersedAvatar.transform.position - puzzle.transform.position).magnitude < 0.1f)
                {
                    puzzleNearPlayer = puzzleInterface;
                    toolTipControl.transform.localPosition = AvatarStuff[players.Value.PathIndex].PuzzleTipPos.transform.localPosition;
                }
            }
        }

        SetToolTip(puzzleNearPlayer);
    }
Example #3
0
    /// <summary>
    /// Checks to see if the current puzzle is solved.
    /// </summary>
    void CheckPuzzle()
    {
        // only do this once, we don't want to spam success
        if (sentPuzzleComplete == false)
        {
            // Get the puzzle object
            GameObject puzzle = AvatarStuff[onPathIndex].Puzzle;
            // And the puzzle interface (we could cache this...)
            IAmAPuzzle puzzleInterface = puzzle.GetComponent <IAmAPuzzle>();

            // If we have solved the puzzle
            if (puzzleInterface.Solved)
            {
                // Let everyone know
                playerController.SendPuzzleSolved(onPathIndex);
                // And don't send the completion again.
                sentPuzzleComplete = true;
            }
        }
    }