Esempio n. 1
0
    public static bool LoadStage(string name, bool local, bool restore_session)
    {
        if (!StageStatic.LoadInitStage(name, local, restore_session))
        {
            return(false);
        }

        LoadScene(StageStatic.stage.scene);
        return(true);
    }
Esempio n. 2
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(Key))
        {
            if (LockOnly)
            {
                CamControl.enabled     = !CamControl.enabled;
                CursorRenderer.enabled = CamControl.enabled;
            }
            else
            {
                Cursor.visible         = !UICanvas.enabled;
                CamControl.enabled     = UICanvas.enabled;
                CursorRenderer.enabled = UICanvas.enabled;

                UICanvas.enabled = !UICanvas.enabled;
            }
        }

        else if (Input.GetButton(modifier))
        {
            if (Input.GetButtonDown(modundo))
            {
                StageStatic.stage.factState.undo();
            }
            else if (Input.GetButtonDown(modredo))
            {
                StageStatic.stage.factState.redo();
            }
            else if (Input.GetButtonDown(modreset))
            {
                StageStatic.stage.factState.softreset();
            }
            else if (Input.GetButtonDown(modsave))
            {
                StageStatic.stage.push_record();
            }
            else if (Input.GetButtonDown(modload))
            {
                StageStatic.stage.factState.hardreset();
                StageStatic.LoadInitStage(StageStatic.stage.name, !StageStatic.stage.use_install_folder);
            }
        }

        /*
         * //Todo before capturing: Make directories "UFrameIT-Screenshots/Unity_ScreenCapture" in project folder
         * else if (Input.GetKeyDown(ScreenshotKey)) {
         *  ScreenCapture.CaptureScreenshot("UFrameIT-Screenshots\\Unity_ScreenCapture\\Capture.png");
         * }
         */
    }
Esempio n. 3
0
 void Start()
 {
     StageStatic.LoadInitStage(true /*StageStatic.stage.player_record.solved*/, gameObject);
 }