private void SwapControls() { OVRInputBinder.Instance.ActivateInputSet( Consts.InputGroups.Rotating, IsPlayerRotationActive ? Consts.InputSets.Skull : Consts.InputSets.Player ); if (IsPlayerRotationActive) { OVRInputBinder.Instance.DeactivateInputSet(Consts.InputGroups.Movement); } else { OVRInputBinder.Instance.ActivateInputSet(Consts.InputGroups.Movement); } PopUpInfoController.ShowPopUpInfo(IsPlayerRotationActive ? "Skull unlocked" : "Skull locked"); IsPlayerRotationActive = !IsPlayerRotationActive; }
private void SaveLocation() { if (TimeDelay.IsSaveConfirmDelayEnd) { AskForSaveConfirmation(); } else if (!TimeDelay.IsSaveConfirmDelayEnd) { SavePoint savePoint = new SavePoint(); savePoint.skullTransform = CreateMyTransform(fullHead); savePoint.playerTransform = CreateMyTransform(player); savePointList.Add(savePoint); PopUpInfoController.ShowPopUpInfo("Orientation saved"); TimeDelay.IsSaveConfirmDelayEnd = true; StopCoroutine("WaitForSaveConfirmationDelay"); } }
private void AskForSaveConfirmation() { PopUpInfoController.ShowPopUpInfo("Do you want to save this orientation?"); TimeDelay.IsSaveConfirmDelayEnd = false; StartCoroutine(TimeDelay.WaitForSaveConfirmationDelay(confirmSaveDelay)); }