// Start is called before the first frame update void Start() { _floatilla = GameObject.FindObjectOfType <Floatilla>(); // Build options we'll use later to decide movement for this frame. BuildCannonOptions(); BuildThrustOptions(); }
//$TODO - Figure out best way to implement the actual management screen, this is placeholder public static void LoadBoatManagementScreen( Floatilla floatilla, FloatillaControls normalFloatillaControls) { PauseState.Pause(); // Pass control over to the Ship Management Controls normalFloatillaControls.GetComponent <PlayerInput>().SwitchCurrentActionMap("UI"); //$TEMP - There was another idea I had to load a new scene, not sure if that's going to work the way I want. //SceneManager.LoadScene("Scenes/ShipManagement", LoadSceneMode.Additive); //var shipManagementScene = SceneManager.GetSceneByName("ShipManagement"); // Marshall the Floatilla into the new scene //SceneManager.MoveGameObjectToScene(floatilla.gameObject, shipManagementScene); }