private void Awake() { instance = this; isIngameCam = false; ToggleGameCam(); GetComponent <UnityEngine.UI.Button>().onClick.AddListener(ToggleGameCam); }
//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; } }
//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(); }