public void SetNewState(eTrainingState _state, eHazardLevel _level) { currentLevel = _level; UIController.Instance.FadeEffectController.ScreenTransition(0); RestartState(); HazardItemsManager.Instance.ActivateAllItems(currentLevel); StopCoroutine("CreateNewState"); switch (_state) { case eTrainingState.Normal: StartCoroutine("CreateNewState", new NormalTrainingState()); break; case eTrainingState.Fire: StartCoroutine("CreateNewState", new FireTrainingState()); break; case eTrainingState.OilSpill: StartCoroutine("CreateNewState", new OilSpillTrainingState()); break; case eTrainingState.Evacuation: StartCoroutine("CreateNewState", new EvacuateTrainingState()); break; } }
public void SetEndTrainingSituation(eTrainingState _end) { int numSituation = (int)_end; numSituation--; Progress.TrainingSituations[numSituation] = true; CheckEndTrainingChapter(); }
public void SetSituationName(string _name, eTrainingState _state, bool trainingMode) { if (String.IsNullOrEmpty(_name)) { Content.SetActive(false); } else { CanvasVRPlayer.Instance.FireBoxInfo.content.SetActive(false); // LocationIcon.transform.parent.gameObject.SetActive(true); if (_state == eTrainingState.Evacuation) { LocationIcon.rectTransform.sizeDelta = new Vector2(42, 22); SituationIcon.rectTransform.sizeDelta = new Vector2(50, 40); } else { LocationIcon.rectTransform.sizeDelta = new Vector2(25, 40); SituationIcon.rectTransform.sizeDelta = new Vector2(30, 40); } Content.SetActive(true); Sprite _sprite = Resources.Load <Sprite>("Sprites/" + _name); if (_sprite != null) { LocationIcon.sprite = _sprite; SituationIcon.sprite = _sprite; LocationIcon.enabled = true; SituationIcon.enabled = true; } else { LocationIcon.enabled = false; SituationIcon.enabled = false; } isTimer = true; timer = 0; SituationName.text = _name.ToUpper(); if (!trainingMode) { UNGUIDEDMODE.SetActive(false); nextStep.SetActive(true); } else { UNGUIDEDMODE.SetActive(true); nextStep.SetActive(false); } } }
public void SetNewState(eTrainingState _state) { RestartState(); StopCoroutine("CreateNewState"); switch (_state) { case eTrainingState.Normal: StartCoroutine("CreateNewState", new NormalTrainingState()); break; case eTrainingState.Fire: StartCoroutine("CreateNewState", new FireTrainingState()); break; case eTrainingState.OilSpill: StartCoroutine("CreateNewState", new OilSpillTrainingState()); break; case eTrainingState.Evacuation: StartCoroutine("CreateNewState", new EvacuateTrainingState()); break; } }