public void AdvanceDemo() { switch (currentAppState) { case AppState.DemoStepInit: HideButton(); arTapToPlace.EnableIndicator(true); arTapToPlace.objectToPlace = keyPrefab; currentAppState = AppState.DemoStepPlaceKey; break; case AppState.DemoStepPlaceKey: arTapToPlace.objectToPlace = shovelPrefab; currentAppState = AppState.DemoStepPlaceShovel; break; case AppState.DemoStepPlaceShovel: arTapToPlace.objectToPlace = chestPrefab; currentAppState = AppState.DemoStepPlaceChest; break; case AppState.DemoStepPlaceChest: arTapToPlace.EnableIndicator(false); HideObjects(); ShowButton(); ChestManager chestManager = FindObjectOfType <ChestManager>(); chestManager.placing = false; currentAppState = AppState.DemoStepConfirmPlacement; break; case AppState.DemoStepConfirmPlacement: HideButton(); ShowInventory(); searching = true; arTapToPlace.EnableSelect(true); InventoryManager inventoryManager = FindObjectOfType <InventoryManager>(); inventoryManager.SearchBegins(); currentAppState = AppState.DemoStepSearching; break; case AppState.DemoStepSearching: ShowButton(); HideInventory(); searching = false; arTapToPlace.EnableSelect(false); currentAppState = AppState.DemoStepFoundAllItems; break; case AppState.DemoStepFoundAllItems: HideButton(); readyToOpenChest = true; DisablePlaneColliders(); currentAppState = AppState.DemoStepComplete; break; case AppState.DemoStepComplete: break; default: Debug.Log("Error, got into a bad state " + currentAppState.ToString()); break; } }
public void defaultToLabel() { HideSideMenu(); SetActiveCanvas(labelUICanvas); arTapManager.EnableIndicator(true); }