public void Reset() { cameraPos.x = 0; cameraPos.y = 1; cameraPos.z = -10; Camera.main.transform.parent = null; // Camera.main.transform.position = Vector3.zero; firstTime = true; fixedCam = false; foreach (MechPrefab prefab in _prefabList) { Destroy(prefab.gameObject); } _prefabList.Clear(); _currentMount = 0; _currentPrefab = 0; _mechSize = MechSize.Light; _mechType = MechType.Biped; UpdateGui(); }
public void PreviousSize() { _mechSize--; if (_mechSize < 0) { _mechSize = MechSize.Any - 1; } UpdateGui(); }
public void NextSize() { _mechSize++; if (_mechSize >= MechSize.Any) { _mechSize = 0; } UpdateGui(); }
public void Reset() { cameraPos.x = 0; cameraPos.y = 1; cameraPos.z = -10; Camera.main.transform.parent = null; // Camera.main.transform.position = Vector3.zero; firstTime = true; fixedCam = false; foreach(MechPrefab prefab in _prefabList) { Destroy(prefab.gameObject); } _prefabList.Clear(); _currentMount = 0; _currentPrefab = 0; _mechSize = MechSize.Light; _mechType = MechType.Biped; UpdateGui(); }
public void PreviousSize() { _mechSize--; if(_mechSize < 0) { _mechSize = MechSize.Any - 1; } UpdateGui(); }
public void NextSize() { _mechSize++; if(_mechSize >= MechSize.Any) { _mechSize = 0; } UpdateGui(); }