Example #1
0
 void Start()
 {
     isStandingOnQuestionmarkWeapons      = false;
     isStandingOnQuestionmarkHTP          = false;
     isStandingOnQuestionmarkLockSniper   = false;
     isStandingOnQuestionmarkLockLauncher = false;
     UI_element_weapons.SetActive(false);
     UI_element_htp.SetActive(false);
     UI_element_sniper_lock.SetActive(false);
     UI_element_launcher_lock.SetActive(false);
     gameplayCanvas.SetActive(true);
 }
Example #2
0
    void Update()
    {
        if (isStandingOnQuestionmarkWeapons)
        {
            UI_element_weapons.SetActive(true);
            UI_element_htp.SetActive(false);

            if (UI_element_launcher_lock != null)
            {
                UI_element_launcher_lock.SetActive(false);
            }

            if (UI_element_sniper_lock != null)
            {
                UI_element_sniper_lock.SetActive(false);
            }

            weaponHolder.SetActive(false);
            gameplayCanvas.SetActive(false);
        }
        else if (isStandingOnQuestionmarkHTP)
        {
            UI_element_weapons.SetActive(false);
            UI_element_htp.SetActive(true);

            if (UI_element_launcher_lock != null)
            {
                UI_element_launcher_lock.SetActive(false);
            }

            if (UI_element_sniper_lock != null)
            {
                UI_element_sniper_lock.SetActive(false);
            }

            weaponHolder.SetActive(false);
            gameplayCanvas.SetActive(false);
        }
        else if (isStandingOnQuestionmarkLockSniper)
        {
            UI_element_weapons.SetActive(false);
            UI_element_htp.SetActive(false);

            if (UI_element_launcher_lock != null)
            {
                UI_element_launcher_lock.SetActive(false);
            }

            if (UI_element_sniper_lock != null)
            {
                UI_element_sniper_lock.SetActive(true);
            }

            weaponHolder.SetActive(true);
            gameplayCanvas.SetActive(false);
        }
        else if (isStandingOnQuestionmarkLockLauncher)
        {
            UI_element_weapons.SetActive(false);
            UI_element_htp.SetActive(false);
            if (UI_element_launcher_lock != null)
            {
                UI_element_launcher_lock.SetActive(true);
            }

            if (UI_element_sniper_lock != null)
            {
                UI_element_sniper_lock.SetActive(false);
            }
            weaponHolder.SetActive(true);
            gameplayCanvas.SetActive(false);
        }
        else
        {
            UI_element_weapons.SetActive(false);
            UI_element_htp.SetActive(false);

            if (UI_element_launcher_lock != null)
            {
                UI_element_launcher_lock.SetActive(false);
            }

            if (UI_element_sniper_lock != null)
            {
                UI_element_sniper_lock.SetActive(false);
            }


            gameplayCanvas.SetActive(true);
            weaponHolder.SetActive(true);
        }
    }