コード例 #1
0
    void InspectObject()
    {
        postProcessVolume.enabled = !postProcessVolume.enabled;

        grabbedObject.gameObject.layer = foregroundLayerNumber;      // Set layer Foreground
        // objectToInspect.settings.depthCompareFunction = CompareFunction.Equal;
        // objectToInspect.Create();
        // Debug.Log("Renderer setting changed! : " + objectToInspect.settings.depthCompareFunction.ToString());

        // Set Mask for blur background shader to Background and create the Object

        mouse.DisableLook();
        PlayerMovement.instance.canMove = false;
        rotateObject.canRotate          = true;
        Cursor.visible     = false;
        objectName.enabled = false;
    }
コード例 #2
0
    // Update is called once per frame
    void Update()
    {
        seedCounter.text = seedsLeft < 10 ? "0" + seedsLeft + "b" : seedsLeft + "b";
        float seedPercent = (float)seedsLeft / (float)seedPerDay;

        seedCounterImage.fillAmount += (seedPercent - seedCounterImage.fillAmount) * 0.1f;

        //Walk Audio Trigger
        if (isWalking == true)
        {
            if (!GetComponent <FMODUnity.StudioEventEmitter>().IsPlaying())
            {
                GetComponent <FMODUnity.StudioEventEmitter>().Play();
            }
        }
        if (isWalking == false)
        {
            GetComponent <FMODUnity.StudioEventEmitter>().Stop();
        }

        if (Input.GetKeyDown(KeyCode.P))
        {
            Services.PlantManager.CreateNarrativeMoment();
        }

        //disables mouselook when esc is pressed
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            #if UNITY_EDITOR
            mouseLook.DisableLook();
            #else
            //Application.Quit();
            #endif
        }
        ReticleCheck();
    }