예제 #1
0
 private void Awake()
 {
     instance    = this;
     isIngameCam = false;
     ToggleGameCam();
     GetComponent <UnityEngine.UI.Button>().onClick.AddListener(ToggleGameCam);
 }
예제 #2
0
    //The Update function will run any code within during each frame update
    void Update()
    {
        CameraToggle tg = new CameraToggle();

        /* This was put here, because the system doesn't listen for
         * input from the OnGUI method
         */
        if (Input.GetKeyDown(KeyCode.DownArrow) && gs.getHUDToggle() == false)
        {
            gs.setHUDToggle(true);
        }

        else if (Input.GetKeyDown(KeyCode.DownArrow) && gs.getHUDToggle() == true)
        {
            gs.setHUDToggle(false);
        }

        pauseMovement();
        tg.toggle();
    }
 // Use this for initialization
 void Start()
 {
     m_ai = GameObject.FindGameObjectWithTag("AI");
     m_cameraControllerScript = m_ai.GetComponent <CameraController>();
     m_camerasLength          = m_cameraControllerScript.cameras.Length;
     m_cameraToggleArray      = new Toggle[m_camerasLength];
     m_cameraTimes            = new float[m_camerasLength];
     m_countingDown           = new bool[m_camerasLength];
     for (int i = 0; i < m_camerasLength; i++)
     {
         GameObject cameraToggleClone = Instantiate(cameraToggles, new Vector3(0, 0, 0), Quaternion.identity) as GameObject;
         cameraToggleClone.transform.SetParent(gameObject.transform);
         cameraToggleClone.GetComponentInChildren <Text>().font = textFont;
         CameraToggle cameraToggleScript = cameraToggleClone.GetComponent <CameraToggle>();
         m_cameraToggleArray[i]      = cameraToggleClone.GetComponentInChildren <Toggle>();
         cameraToggleScript.cameraID = i;
         cameraToggleScript.ChangeName();
         m_cameraTimes[i] = m_shutOutTime;
     }
 }
예제 #4
0
    //The Update function will run any code within during each frame update
    void Update()
    {
        CameraToggle tg = new CameraToggle();

        /* This was put here, because the system doesn't listen for
         * input from the OnGUI method
        */
        if(Input.GetKeyDown(KeyCode.DownArrow) && gs.getHUDToggle() == false){
            gs.setHUDToggle(true);
        }

        else if(Input.GetKeyDown(KeyCode.DownArrow) && gs.getHUDToggle() == true){
            gs.setHUDToggle(false);
        }

        pauseMovement();
        tg.toggle();
    }