Esempio n. 1
0
    // handles UI elements for mode switching : shell togglemode
    public void switchModes()
    {
        // use a string we need anyway to track the mode
        bool fov = _text != fv; //attention, NOT equals here because we are switching

        text.text = fov ? fv : ls;
        _text     = text.text;
        toggleMode(fov? "fov" : "laserscan");
        //button.SetActive(fov ? true : false);
        CountText.SetActive(fov ? true : false);
        Cams.SetActive(fov ? true : false);
        SpreadSlider.SetActive(!fov ? true : false);
        CountSlider.SetActive(!fov ? true : false);
        //LinePanel.SetActive(!fov ? true : false);
        flipButton.SetActive(!fov ? true : false);
        obsButton.SetActive(!fov ? true : false);
        tutorialButton.SetActive(!fov ? true : false);
        LaserLinesToggle.SetActive(!fov ? true : false);

        // turn graph on in laserscan mode, off in fov mode
        if (fov && LinePanel.activeSelf || !fov && !LinePanel.activeSelf)
        {
            toggleGraph();
        }
    }
Esempio n. 2
0
    // the function which en/disables the whole UI, uses _text to test mode so as not to turn on the wrong buttons
    public void toggleUI()
    {
        uiActive = !uiActive;
        // use a string we need anyway to track the mode
        bool fov = _text == fv; //attention, equals here because we are returning

        modeText.SetActive(uiActive);
        modeButton.SetActive(uiActive);
        FoVButton.SetActive(uiActive);
        CountText.SetActive(fov && uiActive ? true : false);
        Cams.SetActive(fov && uiActive ? true : false);
        SpreadSlider.SetActive(!fov && uiActive ? true : false);
        CountSlider.SetActive(!fov && uiActive ? true : false);
        flipButton.SetActive(!fov && uiActive ? true : false);
        obsButton.SetActive(!fov && uiActive ? true : false);
        tutorialButton.SetActive(!fov && uiActive ? true : false);
        LaserLinesToggle.SetActive(!fov && uiActive ? true : false);
        //LinePanel.SetActive(!fov && uiActive ? true : false);
    }