// Start is called before the first frame update void Start() { if (ownIPField != null) { ownIPField.text = BMANetworkController.LocalIPAddress(); } if (ipField != null) { ipField.text = GameObject.FindGameObjectWithTag("NetworkController").GetComponent <NetworkManager>().networkAddress; } }
public void openScreen() { switch (EventSystem.current.currentSelectedGameObject.name) { //Main Menu case "Simulate_Btn": //EditorUtility.DisplayDialog("Button Name", "Simulation", "OKAY"); SceneManager.LoadScene("Simulation_Scrn"); break; case "Tutorial_Btn": SceneManager.LoadScene("Tutorial_Scrn"); break; case "Evaluate_Btn": //EditorUtility.DisplayDialog("Button Name", "Evaluation", "OKAY"); break; case "Manual_Btn": SceneManager.LoadScene("Manual_Scrn"); break; case "Input_Btn": //EditorUtility.DisplayDialog("Button Name", "Eingabe", "OKAY"); break; case "Instruction_Btn": //EditorUtility.DisplayDialog("Button Name", "Handbuch", "OKAY"); break; //Simulation Menu case "Team_Btn": //EditorUtility.DisplayDialog("Button Name", "Team", "OKAY"); SceneManager.LoadScene("Teacher_Student_Scrn"); break; case "Single_Btn": //EditorUtility.DisplayDialog("Button Name", "Single", "OKAY"); GlobalSettings.Instance.clientType = GlobalSettings.ClientType.SinglePlayer; SceneManager.LoadScene("ScenarioSelection_Scrn"); break; case "Partner_Btn": //EditorUtility.DisplayDialog("Button Name", "Partner", "OKAY"); break; case "Trainer_Btn": //Trainer-Rolle speichern //nächsten Screen aufrufen GlobalSettings.Instance.clientType = GlobalSettings.ClientType.Teacher; SceneManager.LoadScene("Load_Create_Scrn"); break; case "NewScenario_Btn": GlobalSettings.Instance.filePathJSON = ""; SceneManager.LoadScene("ScenarioInput_Scrn"); break; case "LoadScenario_Btn": SceneManager.LoadScene("ScenarioSelection_Scrn"); break; case "Student_Btn": //Schüler-Rolle speichern //nächsten Screen aufrufen GlobalSettings.Instance.clientType = GlobalSettings.ClientType.Student; SceneManager.LoadScene("IP_Adress_Scrn"); break; case "SaveIP_Btn": //wenn Schüler bmaNetworkController = GameObject.FindGameObjectWithTag("NetworkController").GetComponent <BMANetworkController>(); bmaNetworkController.connectWithIPField(ownIPField, ipField); SceneManager.LoadScene("SampleScene"); break; case "Home_Btn": switch (SceneManager.GetActiveScene().name) { case "ScenarioInput_Scrn": SceneManager.LoadScene("Load_Create_Scrn"); break; case "IP_Adress_Scrn": SceneManager.LoadScene("Teacher_Student_Scrn"); break; case "Teacher_Student_Scrn": SceneManager.LoadScene("Simulation_Scrn"); break; case "Simulation_Scrn": SceneManager.LoadScene("MainMenu_Scrn"); break; case "Load_Create_Scrn": SceneManager.LoadScene("Teacher_Student_Scrn"); break; case "ScenarioSelection_Scrn": if (GlobalSettings.Instance.clientType == GlobalSettings.ClientType.Student) { SceneManager.LoadScene("Teacher_Student_Scrn"); } else { SceneManager.LoadScene("Load_Create_Scrn"); } break; default: SceneManager.LoadScene("MainMenu_Scrn"); break; } break; default: break; } }
/// <summary> /// Nach der ResetTime ohne Input die Anzeige resetten /// </summary> void Update() { if (Time.time - startTime > 2 && GlobalSettings.Instance.clientType == GlobalSettings.ClientType.Student && AlarmList.Instance.gameObject.activeSelf == false) { BMANetworkController bmaNetworkController = GameObject.FindGameObjectWithTag("NetworkController").GetComponent <BMANetworkController>(); bmaNetworkController.disconnect(); SceneManager.LoadScene("IP_Adress_Scrn"); } // Alarmliste aktivieren, wenn diese durch einen anderen Modus deaktiviert wurde if (GlobalSettings.Instance.clientType == GlobalSettings.ClientType.SinglePlayer && AlarmList.Instance.gameObject.activeSelf == false) { AlarmList.Instance.gameObject.SetActive(true); } if (fatState != State.Test && Time.time - lastInputTime > ResetTimeInSeconds) { //cursorPosition = 0; fatState = State.Alarmanzeige; updateDisplay(); } // AcousticsFlag setzen, abhängig von der LED if (!fwControlPanelLeftLEDView.acousticSignalLEDIsOn() && fatList.getAlarmCount() > 0) { acousticsFlag = true; } else { acousticsFlag = false; } // Hausalarm ein-/ausschalten if (acousticsFlag) { hausalarmSound.PlaySecondClick(); } else { hausalarmSound.StopSecondClick(); } // Buzzer ein-/ausschalten (schaltet sich aut. wieder ein) if (lastBuzzerMessage < fatList.getAlarmCount() - 1) { buzzerSound.PlaySecondClick(); buzzerFlag = false; } if (buzzerFlag) { buzzerSound.StopSecondClick(); } if (testLightMode) { lightningTimer += Time.deltaTime; } }