/************************** Input Events ********************************/ void LeftControllerEvents_TriggerDown(object sender, VRTK.ControllerInteractionEventArgs e) { LeftAnimator.SetHandGhost(false); }
public void ChangeGameMode(GameMode newGameMode) { if (!CanPerformTransition(CurrentGameMode, newGameMode)) { return; } // Exit current Game mode switch (CurrentGameMode) { case GameMode.SELECTION: { World.Instance.ShowShelf(false); } break; case GameMode.DRAW: { PathTool.Deactivate(); RightAnimator.MakeHandIdleAndGhost(); } break; case GameMode.DELETE: { RightAnimator.MakeHandIdleAndGhost(); } break; case GameMode.COMPLETE: World.Instance.LoadCurrentSaveSlot(); break; } CurrentGameMode = newGameMode; // Enter new Game mode switch (CurrentGameMode) { case GameMode.SELECTION: { World.Instance.ShowShelf(true); } break; case GameMode.DRAW: { PathTool.Activate(CreateGadgetAlongPath); RightAnimator.MakeHandLaser(); RightAnimator.SetHandGhost(false); } break; case GameMode.DELETE: { RightAnimator.MakeHandDelete(); } break; case GameMode.COMPLETE: RightAnimator.MakeHandIdleAndGhost(); IEnumerator coroutine = ResetGame(); StartCoroutine(coroutine); break; } }