private void OnSwitchedMode(LevelControl.Modes m) { if (m == LevelControl.Modes.Play) { editModeUIParent.SetActive(false); playerPosEditMode = new Vector3( playerTransform.position.x, playerTransform.position.y, Camera.main.transform.position.z); // CommonPlayMode handles the camera in this case } else if (m == LevelControl.Modes.Edit) // not the most performant, but will do for now { // reset this, just in case. Debug, basically inhibitingCount = 0; editModeUIParent.SetActive(true); // not the most performant, but will do for now CurrentAction = EditingActions.None; OnSwitchedEditingActionTo?.Invoke(EditingActions.None); cinemachineBrain.enabled = false; Camera.main.transform.position = playerPosEditMode; } }
private void OnSwitchedMode(LevelControl.Modes m) { if (m == LevelControl.Modes.Play) { healthDisplayToggleable.gameObject.SetActive(true); LayoutRebuilder.ForceRebuildLayoutImmediate(healthDisplayToggleable); Camera.main.transform.position = playerTr.position; cinemachineBrain.enabled = true; } else if (m == LevelControl.Modes.Edit) { healthDisplayToggleable.gameObject.SetActive(false); // CommonEditMode handles the camera in this case } }
private void OnSwitchedMode(LevelControl.Modes mode) { if (mode == LevelControl.Modes.Edit) { isInEditMode = true; DarkenLayersExcept(associatedInternalLayersDict[activeLayer]); } else if (mode == LevelControl.Modes.Play) { isInEditMode = false; foregroundCol.GenerateGeometry(); ladderCol.GenerateGeometry(); damageCol.GenerateGeometry(); lavaCol.GenerateGeometry(); DarkenLayersExcept(tilemapList.ToArray()); } }
private void OnSwitchedMode(LevelControl.Modes m) { EntityPlacement.beingHeld = null; if (m == LevelControl.Modes.Edit) { player.OnEnterEditMode(); levelExit.OnEnterEditMode(); foreach (var e in shootingEnemies) { e.OnEnterEditMode(); } foreach (var e in walkingEnemies) { e.OnEnterEditMode(); } foreach (var e in checkpoints) { e.OnEnterEditMode(); } } else if (m == LevelControl.Modes.Play) { player.OnEnterPlayMode(); levelExit.OnEnterPlayMode(); foreach (var e in shootingEnemies) { e.OnEnterPlayMode(); } foreach (var e in walkingEnemies) { e.OnEnterPlayMode(); } foreach (var e in checkpoints) { e.OnEnterPlayMode(); } } }