public void Start() { Takes = 0; Actors = CharacterOrder.Count; PC_Control.UpdateTarget(CharacterOrder[0]); FindObjectOfType <CAM_Gameplay>().UpdateTarget(CharacterOrder[0]); StartCoroutine(ChangeState(States.Ready)); }
public void AdvanceScene() { if (CurrentActor < CharacterOrder.Count - 1) { foreach (var b in CharacterOrder) { b.ResetInput(); b.completed = false; } CurrentActor++; PC_Control.UpdateTarget(CharacterOrder[CurrentActor]); StartCoroutine(ChangeState(States.Ready)); FindObjectOfType <CAM_Gameplay>().UpdateTarget(CharacterOrder[CurrentActor]); } else//REPLAY { if (FindObjectOfType <Camera>().GetComponent <CAM_Replay>().isactive == true) { StartCoroutine(ChangeState(States.end)); } foreach (var b in CharacterOrder) { b.ResetInput(); b.completed = false; } FindObjectOfType <Camera>().GetComponent <CAM_Gameplay>().isactive = false; FindObjectOfType <Camera>().GetComponent <CAM_Replay>().isactive = true; TL_TimeLineMng.ResetTimer(); StartCoroutine(ChangeState(States.Replay)); } }
private void OnMouseDown() { PC_Control.UpdateTarget(this.gameObject); }