// Update is called once per frame void Update() { // textController.displayText("LOL"); // gameState current = gameState.TORSO_VIEW; // gets updated by Ryan DateTime endDate = new DateTime(2000, 12, 12); // gets updated by Ryan maybe switch (currentGameState) { case gameState.FULL_BODY_VIEW: { gController.textToWrite = p1.GetInfo(); if (previousState != currentGameState) { selected = null; UpdateOrbs(gameState.FULL_BODY_VIEW); } // --------------------------------------------------------------------------------------------------------------------- // Rotate object: if LH grabs // TODO: only if in full body view if (listener.lGrabbing) { mainObject.transform.rotation *= Quaternion.Euler(0, rotationMultiplier * listener.L_GetPalmVelocity().x, 0); } // --------------------------------------------------------------------------------------------------------------------- // TODO: Backout if (listener.r_backoutGestureDetected) { cameraController.resetCamera(); currentGameState = gameState.FULL_BODY_VIEW; } break; } case gameState.TORSO_VIEW: { if (previousState != currentGameState) { // Debug.Log("calling update orbs"); UpdateOrbs(gameState.TORSO_VIEW); cameraController.moveToTarget(cameraController.torso.transform); } // --------------------------------------------------------------------------------------------------------------------- // TODO: Backout if (listener.r_backoutGestureDetected) { cameraController.resetCamera(); currentGameState = gameState.FULL_BODY_VIEW; } break; } case gameState.HEAD_NECK_VIEW: { if (previousState != currentGameState) { UpdateOrbs(gameState.HEAD_NECK_VIEW); cameraController.moveToTarget(cameraController.head.transform); } // --------------------------------------------------------------------------------------------------------------------- // TODO: Backout if (listener.r_backoutGestureDetected) { cameraController.resetCamera(); currentGameState = gameState.FULL_BODY_VIEW; } break; } case gameState.RIGHT_ARM_VIEW: { if (previousState != currentGameState) { UpdateOrbs(gameState.RIGHT_ARM_VIEW); cameraController.moveToTarget(cameraController.rightArm.transform); } // --------------------------------------------------------------------------------------------------------------------- // TODO: Backout if (listener.r_backoutGestureDetected) { cameraController.resetCamera(); currentGameState = gameState.FULL_BODY_VIEW; } break; } case gameState.LEFT_ARM_VIEW: { if (previousState != currentGameState) { UpdateOrbs(gameState.LEFT_ARM_VIEW); cameraController.moveToTarget(cameraController.leftArm.transform); } // --------------------------------------------------------------------------------------------------------------------- // TODO: Backout if (listener.r_backoutGestureDetected) { cameraController.resetCamera(); currentGameState = gameState.FULL_BODY_VIEW; } break; } case gameState.RIGHT_LEG_VIEW: { if (previousState != currentGameState) { UpdateOrbs(gameState.RIGHT_LEG_VIEW); cameraController.moveToTarget(cameraController.legs.transform); } // --------------------------------------------------------------------------------------------------------------------- // TODO: Backout if (listener.r_backoutGestureDetected) { cameraController.resetCamera(); currentGameState = gameState.FULL_BODY_VIEW; } break; } case gameState.LEFT_LEG_VIEW: { if (previousState != currentGameState) { UpdateOrbs(gameState.LEFT_LEG_VIEW); cameraController.moveToTarget(cameraController.legs.transform); } // --------------------------------------------------------------------------------------------------------------------- // TODO: Backout if (listener.r_backoutGestureDetected) { cameraController.resetCamera(); currentGameState = gameState.FULL_BODY_VIEW; } break; } } if (currentGameState != gameState.FULL_BODY_VIEW) { if (previousState != currentGameState) { foreach (var o in orbList) { } } } previousState = currentGameState; }