//set control buttons to display current configuration void UpdateButtonText() { ReadyCameraControl.GetComponentInChildren <Text>().text = CustomController.GetButtonInput(Constants.ReadyCamera); TakePictureControl.GetComponentInChildren <Text>().text = CustomController.GetButtonInput(Constants.TakePicture); ThrowObjectControl.GetComponentInChildren <Text>().text = CustomController.GetButtonInput(Constants.ThrowObject); PauseControl.GetComponentInChildren <Text>().text = CustomController.GetButtonInput(Constants.Pause); RunControl.GetComponentInChildren <Text>().text = CustomController.GetButtonInput(Constants.RunButton); CrouchControl.GetComponentInChildren <Text>().text = CustomController.GetButtonInput(Constants.CrouchButton); }
// Update is called once per frame void Update() { //if all these things are false our job is done here if (!needsPhotoHelp && !needsObjectHelp && !showingPrompt && !hidingPrompt) { return; } gameTimer += Time.deltaTime; //if player uses a function they don't need help if (CrossPlatformInputManager.GetButtonDown(Constants.TakePicture)) { needsPhotoHelp = false; } if (CrossPlatformInputManager.GetButtonDown(Constants.ThrowObject)) { needsObjectHelp = false; } //start the process of showing the prompt when allotted time has passed if (gameTimer >= helpDelay && !showingPrompt && !hidingPrompt) { //prioritize - show picture prompt first if (needsPhotoHelp) { string display = Constants.PhotoHelpPrompt1.Replace(Constants.ParameterSTR, CustomController.GetButtonInput(Constants.ReadyCamera)) + Constants.PhotoHelpPrompt2.Replace(Constants.ParameterSTR, CustomController.GetButtonInput(Constants.TakePicture)); helpPrompt.text = display; needsPhotoHelp = false; } else if (needsObjectHelp) { helpPrompt.text = Constants.ObjectHelpPrompt.Replace(Constants.ParameterSTR, CustomController.GetButtonInput(Constants.ThrowObject)); needsObjectHelp = false; } else { //safeguard - if no help is needed set text to blank helpPrompt.text = ""; } showingPrompt = true; gameTimer = 0; } //gradually increase opacity to fade in text if (showingPrompt) { helpPrompt.color = new Color(helpPrompt.color.r, helpPrompt.color.g, helpPrompt.color.b, helpPrompt.color.a + opacityIncrement); if (gameTimer >= helpDuration) { showingPrompt = false; hidingPrompt = true; } } //gradually decrease opacity to fade out text if (hidingPrompt) { helpPrompt.color = new Color(helpPrompt.color.r, helpPrompt.color.g, helpPrompt.color.b, helpPrompt.color.a - opacityIncrement); if (helpPrompt.color.a <= 0) { showingPrompt = false; hidingPrompt = false; gameTimer = 0; } } }