override public void SetupLevel(bool notused) { base.SetupLevel(true); bool playable = !corrected; FloatingButtons.SetActive(true); if (playable && training) { GetComponent <CanvasGroup>().blocksRaycasts = true; FloatingButtons.transform.Find("Clear").gameObject.SetActive(true); FloatingButtons.transform.Find("Reset").gameObject.SetActive(false); FloatingButtons.transform.Find("Validate").gameObject.SetActive(true); } if (playable && !training) { GetComponent <CanvasGroup>().blocksRaycasts = true; FloatingButtons.transform.Find("Clear").gameObject.SetActive(true); FloatingButtons.transform.Find("Reset").gameObject.SetActive(false); FloatingButtons.transform.Find("Validate").gameObject.SetActive(false); } if (!playable) { GetComponent <CanvasGroup>().blocksRaycasts = false; FloatingButtons.transform.Find("Clear").gameObject.SetActive(false); FloatingButtons.transform.Find("Reset").gameObject.SetActive(false); FloatingButtons.transform.Find("Validate").gameObject.SetActive(false); } if (stepNumber > 0) { anim.SetTrigger("reset"); FloatingButtons.transform.Find("NextStep").gameObject.SetActive(true); FloatingButtons.transform.Find("PreviousStep").gameObject.SetActive(false); } else { FloatingButtons.transform.Find("NextStep").gameObject.SetActive(false); FloatingButtons.transform.Find("PreviousStep").gameObject.SetActive(false); } if (debug) { FloatingButtons.transform.Find("Correction").gameObject.SetActive(true); FloatingButtons.transform.Find("Validate").gameObject.SetActive(true); FloatingButtons.transform.Find("Reset").gameObject.SetActive(true); } else { FloatingButtons.transform.Find("Correction").gameObject.SetActive(false); } }
public override void SetupLevel(bool notused) { base.SetupLevel(false); bool playable = !corrected; FloatingButtons = GameObject.FindGameObjectWithTag("Controls"); FloatingButtons.SetActive(true); foreach (Transform but in FloatingButtons.transform) { but.gameObject.SetActive(false); } if (playable && training) { FloatingButtons.transform.Find("Clear").gameObject.SetActive(false); FloatingButtons.transform.Find("Reset").gameObject.SetActive(false); FloatingButtons.transform.Find("Validate").gameObject.SetActive(false); transform.Find("Validate").gameObject.SetActive(true); transform.Find("Next").gameObject.SetActive(false); } if (playable && !training) { FloatingButtons.transform.Find("Clear").gameObject.SetActive(false); FloatingButtons.transform.Find("Reset").gameObject.SetActive(false); FloatingButtons.transform.Find("Validate").gameObject.SetActive(false); transform.Find("Validate").gameObject.SetActive(false); transform.Find("Next").gameObject.SetActive(false); } if (!playable) { FloatingButtons.transform.Find("Clear").gameObject.SetActive(false); FloatingButtons.transform.Find("Reset").gameObject.SetActive(false); FloatingButtons.transform.Find("Validate").gameObject.SetActive(false); } if (debug) { FloatingButtons.transform.Find("Correction").gameObject.SetActive(true); FloatingButtons.transform.Find("Validate").gameObject.SetActive(true); FloatingButtons.transform.Find("Reset").gameObject.SetActive(true); } else { FloatingButtons.transform.Find("Correction").gameObject.SetActive(false); } }