Esempio n. 1
0
    //
    // Toggles the displayed objects. Will consider using enum or int if it proves more efficient.
    // Note that this function completely disables the objects. If you just want to turn off the visibility in ENV,
    // consider using the SceneController.ToggleXXX methods.
    // JOS: 6/30/2016

    public void ToggleDisplayedObjects(int _t)
    {
        SmallWorldType _obj = (SmallWorldType)_t;

        switch (_obj)
        {
        case SmallWorldType.MAB:

            transform.GetChild(0).gameObject.SetActive(!transform.GetChild(0).gameObject.activeSelf);

            break;

        case SmallWorldType.OCO:
            // NYI
            break;

        case SmallWorldType.NEO:

            transform.GetChild(1).gameObject.SetActive(!transform.GetChild(1).gameObject.activeSelf);

            break;

        case SmallWorldType.KB:
            // NYI
            break;

        default:
            // obvs totes do nada
            break;
        }
    }
Esempio n. 2
0
    // Make sure the correct transform is passed in
    public void FlipBits(FoundFlags _self, SmallWorldType _type)
    {
        //Debug.Log(_self.ToString() + " | " + _type.ToString());

        switch (_type)
        {
        case SmallWorldType.NEO:
            if (!UserFlagExtensions.HasFlagQuick(LocatedBits[1], _self))    // Make sure it's not already in there
            {
                LocatedBits[1] += (int)_self;
            }
            //Debug.Log(LocatedBits[1].ToString());
            break;

        case SmallWorldType.MAB:
            if (!UserFlagExtensions.HasFlagQuick(LocatedBits[2], _self))     // Make sure it's not already in there
            {
                LocatedBits[2] += (int)_self;
            }
            //Debug.Log(LocatedBits[2].ToString());
            break;

        case SmallWorldType.KB:
            if (!UserFlagExtensions.HasFlagQuick(LocatedBits[3], _self))     // Make sure it's not already in there
            {
                LocatedBits[3] += (int)_self;
            }
            //Debug.Log(LocatedBits[3].ToString());
            break;

        case SmallWorldType.Planet:
            if (!UserFlagExtensions.HasFlagQuick(LocatedBits[0], _self))     // Make sure it's not already in there
            {
                LocatedBits[0] += (int)_self;
            }
            //Debug.Log(LocatedBits[0].ToString());
            break;

        default:
            Debug.Log("BAD WORLD PASSED INTO FLIP FUNCTION!");
            break;
        }
    }