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; }
// 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(); }