private void RedrawState(Engine.ThrustDirection nd) { if (nd != showingDirection) { switch (nd) { case Engine.ThrustDirection.Clockwise: buttonLeft.color = disabledColor; break; case Engine.ThrustDirection.CounterclockWise: buttonRight.color = disabledColor; break; case Engine.ThrustDirection.Inside: buttonUp.color = disabledColor; break; case Engine.ThrustDirection.Outward: buttonDown.color = disabledColor; break; case Engine.ThrustDirection.StabilityManeuver: centralButton.color = disabledColor; break; } showingDirection = nd; } switch (showingDirection) { case Engine.ThrustDirection.Clockwise: buttonLeft.color = enabledColor; break; case Engine.ThrustDirection.CounterclockWise: buttonRight.color = enabledColor; break; case Engine.ThrustDirection.Inside: buttonUp.color = enabledColor; break; case Engine.ThrustDirection.Outward: buttonDown.color = enabledColor; break; case Engine.ThrustDirection.StabilityManeuver: centralButton.color = enabledColor; break; case Engine.ThrustDirection.Offline: centralButton.color = disabledColor; break; } if (gmap.engineControlCenterBuilt) { buttonUp.transform.parent.gameObject.SetActive(true); buttonDown.transform.parent.gameObject.SetActive(true); } else { buttonUp.transform.parent.gameObject.SetActive(false); buttonDown.transform.parent.gameObject.SetActive(false); } }
public void ChangeThrustDirection(Engine.ThrustDirection etd) { engineThrustDirection = etd; }