public void Restart() { BulletLines.SetActive(Settings.DrawLines); Clear(); States[CurrentState].Restart(); }
public override void Restart() { base.Restart(); RespawnWoman(); Randomizer(); BulletLines.SetActive(Exercise.Settings.DrawLines); }
private void OnSettingsChanged() { BulletLines.SetActive(Settings.DrawLines); ApplyGunRotation[] guns = GameObject.Find("[CameraRig]").GetComponentsInChildren <ApplyGunRotation>(); foreach (ApplyGunRotation gun in guns) { gun.Apply(); } }
public void Start() { BulletLines.SetActive(Settings.DrawLines); Settings.SettingsChanged += OnSettingsChanged; foreach (ExcersiseState state in States) { state.gameObject.SetActive(false); } States[CurrentState].OnInitialize(); if (Settings.UseNormalGuns) { GameObject.Find("Toggle Controller").GetComponent <GazeButtonToggle>().Activate(); } }
public virtual void OnStart() { if (leftGun) { leftGun.Reload(); } if (rightGun) { rightGun.Reload(); } StartTime = Time.realtimeSinceStartup; BulletLines.SetActive(Exercise.Settings.DrawLines); Exercise.Progress = ExerciseProgress.Started; Exercise.StartButton.SetState(false); Exercise.RestartButton.SetState(true); }