Example #1
0
 void cleanSceneLoaderWindow()
 {
     if (sceneLoaderWindow != null)
     {
         sceneLoaderWindow.CleanUp();
         sceneLoaderWindow = null;
     }
 }
Example #2
0
 void cleanBuilderWindow1()
 {
     if (builderWindow != null)
     {
         builderWindow.CleanUp();
         builderWindow = null;
     }
 }
Example #3
0
 void cleanBuilderWindow2()
 {
     if (builderWindow2 != null)
     {
         builderWindow2.CleanUp();
         builderWindow2 = null;
     }
 }
Example #4
0
    void OnGUI()
    {
        switch (currentState)
        {
        case State.StartSceneLoader:
            if (sceneLoaderWindow == null)
            {
                cleanSceneLoaderWindow();
                sceneLoaderWindow = new SceneLoaderWindow(this);
            }
            sceneLoaderWindow.Window();

            break;

        case State.StartManageRooms:
            // Do window for managing rooms
            if (builderWindow == null || builderWindow.GetType() != typeof(ManageRoomWindow))
            {
                cleanBuilderWindow1();
                builderWindow = new ManageRoomWindow(this);
            }
            builderWindow.Window();

            // Do window for managing rooms
            if (builderWindow2 == null || builderWindow2.GetType() != typeof(PalletWindow))
            {
                cleanBuilderWindow2();
                builderWindow2 = new PalletWindow(this);
            }
            builderWindow2.Window();
            break;

        case State.EndManageRooms:
            // Stop manage rooms
            break;

        case State.StartCreateRoom:
            // show window for Room Creation.
            cleanBuilderWindow2();
            if (builderWindow == null || builderWindow.GetType() != typeof(CreateRoomWindow))
            {
                cleanBuilderWindow1();
                builderWindow = new CreateRoomWindow(this);
            }
            builderWindow.Window();
            break;

        case State.EndCreateRoom:
            break;

        case State.FreeMove:
            // No rooms, tell user how to create one.
            cleanSceneLoaderWindow();

            int xoffset = 10;
            if (sceneManager.getRoomCount() == 0)
            {
                GUI.Label(new Rect(10, xoffset, 300, 20), "Press 'R' to create a Room in this scene.");
                xoffset += 20;
            }
            GUI.Label(new Rect(10, xoffset, 300, 20), "Press 'R' to load editor.");
            xoffset += 20;
            GUI.Label(new Rect(10, xoffset, 300, 20), "Focus- X:" + gridPos.x + "Y:" + gridPos.y + "Z:" + gridPos.z);
            xoffset += 20;
            GUI.Label(new Rect(10, xoffset, 300, 20), "Chunk- X:" + Utility.calcChunk(gridPos.x) + "Y:" + Utility.calcChunk(gridPos.y) + "Z:" + Utility.calcChunk(gridPos.z));
            xoffset += 20;
            break;
        }
    }