void OnGUI() { // Create a GUI button to switch to SpaceScene1 if (GUI.Button(new Rect(10, 10, 180, 25), "Switch to Scene 1 (F1)")) { SU_SpaceSceneSwitcher.Switch("SpaceScene1"); } // Create a GUI button to switch to SpaceScene2 if (GUI.Button(new Rect(10, 40, 180, 25), "Switch to Scene 2 (F2)")) { SU_SpaceSceneSwitcher.Switch("SpaceScene2"); } // Switch Camera Follow mode SU_CameraFollow _cameraFollow = Camera.main.GetComponent <SU_CameraFollow>(); if (GUI.Button(new Rect(10, 70, 180, 25), "Camera " + _cameraFollow.followMode.ToString())) { if (_cameraFollow.followMode == SU_CameraFollow.FollowMode.CHASE) { // Set following spectator mode _cameraFollow.followMode = SU_CameraFollow.FollowMode.SPECTATOR; } else { // Set chase view mode _cameraFollow.followMode = SU_CameraFollow.FollowMode.CHASE; } } // Handle Space Particles on/off _spaceParticles = GUI.Toggle(new Rect(10, 100, 180, 25), _spaceParticles, "Space Particles"); if (_oldSpaceParticles != _spaceParticles) { // Use the SU_SpaceSceneSwitcher to set active which takes into consideration compiler specific code SU_SpaceSceneSwitcher.SetActive(spaceParticles.gameObject, _spaceParticles); // Remember the value, workaround for how GUI.Toggle works when you can't perform the if statement on the actual toggle _oldSpaceParticles = _spaceParticles; } // Handle Space Fog on/off _spaceFog = GUI.Toggle(new Rect(10, 130, 180, 25), _spaceFog, "Space Fog"); if (_oldSpaceFog != _spaceFog) { // Use the SU_SpaceSceneSwitcher to set active which takes into consideration compiler specific code SU_SpaceSceneSwitcher.SetActive(spaceFog.gameObject, _spaceFog); // Remember the value, workaround for how GUI.Toggle works when you can't perform the if statement on the actual toggle _oldSpaceFog = _spaceFog; } // Handle Asteroids on/off - when the asteroid object is disabled, it will detect this and disable any active asteroids in the scene _spaceAsteroids = GUI.Toggle(new Rect(10, 160, 180, 25), _spaceAsteroids, "Space Asteroids"); if (_oldSpaceAsteroids != _spaceAsteroids) { // Use the SU_SpaceSceneSwitcher to set active which takes into consideration compiler specific code SU_SpaceSceneSwitcher.SetActive(spaceAsteroids.gameObject, _spaceAsteroids); // Remember the value, workaround for how GUI.Toggle works when you can't perform the if statement on the actual toggle _oldSpaceAsteroids = _spaceAsteroids; } }
/*public SU_Thruster thrustScript; * * void Start () { * thrustScript = gameObject.Find("ThrusterLeft").GetComponent<SU_Thruster>(); * thrustScript.enabled = false; * }*/ // Update is called once per frame void Update() { transform.RotateAround(lookAtObj.position, Vector3.up, rotateSpeed * Time.deltaTime); if (Input.anyKeyDown) { SU_CameraFollow followScript = (SU_CameraFollow)GetComponent(typeof(SU_CameraFollow)); followScript.enabled = true; RotateCamera rotateScript = (RotateCamera)GetComponent(typeof(RotateCamera)); rotateScript.enabled = false; //thrustScript.enabled = true; } }
// Token: 0x060044CF RID: 17615 RVA: 0x001704E4 File Offset: 0x0016E8E4 private void OnGUI() { if (GUI.Button(new Rect(10f, 10f, 180f, 25f), "Switch to Scene 1 (F1)")) { SU_SpaceSceneSwitcher.Switch("SpaceScene1"); } if (GUI.Button(new Rect(10f, 40f, 180f, 25f), "Switch to Scene 2 (F2)")) { SU_SpaceSceneSwitcher.Switch("SpaceScene2"); } SU_CameraFollow component = Camera.main.GetComponent <SU_CameraFollow>(); if (GUI.Button(new Rect(10f, 70f, 180f, 25f), "Camera " + component.followMode.ToString())) { if (component.followMode == SU_CameraFollow.FollowMode.CHASE) { component.followMode = SU_CameraFollow.FollowMode.SPECTATOR; } else { component.followMode = SU_CameraFollow.FollowMode.CHASE; } } this._spaceParticles = GUI.Toggle(new Rect(10f, 100f, 180f, 25f), this._spaceParticles, "Space Particles"); if (this._oldSpaceParticles != this._spaceParticles) { SU_SpaceSceneSwitcher.SetActive(this.spaceParticles.gameObject, this._spaceParticles); this._oldSpaceParticles = this._spaceParticles; } this._spaceFog = GUI.Toggle(new Rect(10f, 130f, 180f, 25f), this._spaceFog, "Space Fog"); if (this._oldSpaceFog != this._spaceFog) { SU_SpaceSceneSwitcher.SetActive(this.spaceFog.gameObject, this._spaceFog); this._oldSpaceFog = this._spaceFog; } this._spaceAsteroids = GUI.Toggle(new Rect(10f, 160f, 180f, 25f), this._spaceAsteroids, "Space Asteroids"); if (this._oldSpaceAsteroids != this._spaceAsteroids) { SU_SpaceSceneSwitcher.SetActive(this.spaceAsteroids.gameObject, this._spaceAsteroids); this._oldSpaceAsteroids = this._spaceAsteroids; } }
// Use this for initialization void Start () { cameraFollowScript = GetComponent<SU_CameraFollow> (); }