Example #1
0
    public void Reset()
    {
        cameraPos.x = 0;
        cameraPos.y = 1;
        cameraPos.z = -10;
        Camera.main.transform.parent = null;
        //	Camera.main.transform.position = Vector3.zero;
        firstTime = true;
        fixedCam  = false;



        foreach (MechPrefab prefab in _prefabList)
        {
            Destroy(prefab.gameObject);
        }

        _prefabList.Clear();
        _currentMount  = 0;
        _currentPrefab = 0;
        _mechSize      = MechSize.Light;
        _mechType      = MechType.Biped;

        UpdateGui();
    }
Example #2
0
    public void PreviousSize()
    {
        _mechSize--;

        if (_mechSize < 0)
        {
            _mechSize = MechSize.Any - 1;
        }

        UpdateGui();
    }
Example #3
0
    public void NextSize()
    {
        _mechSize++;

        if (_mechSize >= MechSize.Any)
        {
            _mechSize = 0;
        }

        UpdateGui();
    }
Example #4
0
    public void Reset()
    {
        cameraPos.x = 0;
        cameraPos.y = 1;
        cameraPos.z = -10;
        Camera.main.transform.parent = null;
        //	Camera.main.transform.position = Vector3.zero;
        firstTime = true;
        fixedCam = false;

        foreach(MechPrefab prefab in _prefabList)
        {
            Destroy(prefab.gameObject);
        }

        _prefabList.Clear();
        _currentMount = 0;
        _currentPrefab = 0;
        _mechSize = MechSize.Light;
        _mechType = MechType.Biped;

        UpdateGui();
    }
Example #5
0
    public void PreviousSize()
    {
        _mechSize--;

        if(_mechSize < 0)
        {
            _mechSize = MechSize.Any - 1;
        }

        UpdateGui();
    }
Example #6
0
    public void NextSize()
    {
        _mechSize++;

        if(_mechSize >= MechSize.Any)
        {
            _mechSize = 0;
        }

        UpdateGui();
    }