// The update method is called for every frame // We check if there has been a planet interaction and update accordingly if we have guessed for a location or not. void Update() { OVRInput.Update(); // Call before checking the input if (OVRInput.Get(OVRInput.Button.One) && (RayPointer.hasGuessed || !_gameStarted)) { hideSplash(); if (RayPointer.hasGuessed) { hideScoreSplash(); } if (nextLocation != null) { currentLocation = nextLocation; } nextLocation = GMAPS.GetNewStreetViewCoordinates(); TextureHelper.UpdateSkybox(); TextureHelper.cacheTextureSkybox(nextLocation); _globeTransform.localScale = new Vector3(0.0001f, 0.0001f, 0.0001f); } if (OVRInput.Get(OVRInput.Button.Three) && _gameStarted && !tutorialVisible) { tutorialVisible = true; _controllerTutorial.SetActive(true); } if (!OVRInput.Get(OVRInput.Button.Three) && _gameStarted && tutorialVisible) { tutorialVisible = false; _controllerTutorial.SetActive(false); } }
void Start() { //we attach the game objects to the actual scene object so that we can manipulate them with our code initializeGameObjects(); //change the visibility of GUI elements changeScoreVisibility(false); changeRoundVisibility(false); changeConfirmVisibility(false); changeIntroSplashVisibility(true); changeFinalRoundVisibility(false); currentLocation = GMAPS.GetNewStreetViewCoordinates(); TextureHelper.cacheTextureSkybox(currentLocation); }