Example #1
0
        private void DisplayTargetRoom(bool enable)
        {
            var map = FindObjectOfType <TaskSwitcher>().CurrentTask.Megamap;

            map.gameObject.SetActive(enable);

            // Disable/Enable colliders for all selectable rooms and balls.

            // FIXME: This seems to not always reliably disable the colliders?
            // It's not a severe problem for now because when raycasting we cast for all
            // colliders and only act when the collider of the targetRoom is found
            // anyway.

            foreach (var room in map.SelectableRooms)
            {
                var colls = room.GetComponentsInChildren <Collider>(true);
                Array.ForEach(colls, c => c.enabled = !enable);
            }
            // Re-enable collider for target room so it can be used for raycasting.
            map.TargetRoom.GetComponent <Collider>().enabled = true;

            // Make only target room visible.
            ChangeVisibility.SetVisible(map.gameObject, !enable);
            ChangeVisibility.SetVisible(map.TargetRoom.gameObject, true);
            var marker = GameObject.Find("UserMarker Circle");

            if (marker != null)
            {
                ChangeVisibility.SetVisible(marker, false);
            }
        }
Example #2
0
 private void OnEnable()
 {
     ChangeVisibility.SetVisible(usermarkerOnMap, true);
     ChangeVisibility.SetVisible(usermarkerInEnvironment, true);
 }
Example #3
0
 private void OnDisable()
 {
     ChangeVisibility.SetVisible(usermarkerOnMap, false);
     ChangeVisibility.SetVisible(usermarkerInEnvironment, false);
 }