private void ConvertingHits() { foreach (var hit in ScenarioLogs.GetHits()) { if (hit.part.ToDescriptionString() == "Hoofd") { head++; } else if (hit.part.ToDescriptionString() == "Torso") { torso++; } else if (hit.part.ToDescriptionString() == "Linkerarm") { leftarm++; } else if (hit.part.ToDescriptionString() == "Rechterarm") { rightarm++; } else if (hit.part.ToDescriptionString() == "Linkerbeen") { leftleg++; } else if (hit.part.ToDescriptionString() == "Rechterbeen") { rightleg++; } } mis = ScenarioLogs.GetShotsFromGun(CorrectGun()).Count - ScenarioLogs.GetHits().Count; }
private void HandleButtons() { Settings.DrawLines = UI.GetButtonActivated("Toggle Bulletlines"); Settings.UseNormalGuns = UI.GetButtonActivated("Toggle Controller"); if (UI.GetButtonActivated("Restart Scenario")) { Restart(); } if (UI.GetButtonActivated("Mainmenu")) { ScenarioLogs.Clear(); LevelLoader.levelName = "MainMenu"; LevelLoader.Trigger(); CurrentState = 0; } if (UI.GetButtonActivatedAndTurnOff("Next Scenario")) { NextStep(); } if (UI.GetButtonActivatedAndTurnOff("Previous Scenario")) { PreviousStep(); } if (UI.GetButtonActivatedAndTurnOff("Start_Scenario")) { Clear(); States[CurrentState].OnStart(); } }
private void HandleButtons() { if (UI.GetButtonActivated("MainMenu")) { ScenarioLogs.Clear(); levelLoader.levelName = "MainMenu"; levelLoader.Trigger(); } }
public void OnGUI() { IList <LoggedHit> hits = ScenarioLogs.GetHits(); for (int i = 0; i < hits.Count; i++) { GUI.Label(new Rect(Screen.width / 12, Screen.height / 24 * i, Screen.width / 4 * 2, Screen.height / 6), hits[i].part.ToString()); } }
private void HandleButtons() { if (UI.GetButtonActivated("Exercise_2")) { ScenarioLogs.Clear(); levelLoader.levelName = "Exercise_2_Scenario"; levelLoader.Trigger(); } Settings.UseNormalGuns = UI.GetButtonActivated("Toggle Controller"); if (UI.GetButtonActivated("Exit Game")) { Application.Quit(); } }
/// <summary> /// Clears the exercise from bullet lines, bullet holes and scenario logs /// </summary> public void Clear() { ScenarioLogs.Clear(); BulletLines.Destroy(); DeleteBulletHoles(); }