// Use this for initialization void Start() { if (UI_Targeting == null) UI_Targeting = GetComponentInChildren<TargetingUI>(); if (UI_SpaceStation == null) UI_SpaceStation = GetComponentInChildren<SpaceStationUI>(); allInterfaces.Add(UI_Targeting); allInterfaces.Add(UI_SpaceStation); foreach (UIBase uis in allInterfaces) { uis.SetManager(this); } }
void SwitchToStation() { if (flManager == null) flManager = GameObject.Find("_Required").GetComponent<FleetManager>(); cam.enabled = true; // If there user interface is null - get it. if (userInterface == null) userInterface = Game.uiManager.GetComponentInChildren<SpaceStationUI>(); //TODO: Enable Mouse Orbit here. // Dont allow player ship to move. player.rigidbody.isKinematic = true; List<MeshCollider> meshes = new List<MeshCollider>(player.transform.root.GetComponentsInChildren<MeshCollider>()); foreach (MeshCollider meshCol in meshes) meshCol.enabled = false; // Disables all player ship scripts player.DisableScripts(); // Disables current player camera and sets position to construction area player.GetCurrentCamera().enabled = false; player.transform.position = constructionArea.position; //player.transform.root.parent = constructionArea.transform; player.transform.rotation = transform.rotation; // Activates the UI Camera and UI userInterface.EnableUI(this); userInterface.UICamera.gameObject.SetActive(true); HideAndClearUI(); // Tells station is is entered. state = StationState.ENTERED; // Copys player data to station holdingPlayer = player; flManager.playerShips.Remove(player); foreach (Weapon wpn in holdingPlayer.Weapons) { wpn.Target = null; } // Populates Rig Points //PopulateUpgradePoints(); // Enables Mouse Camera Movement. orbitView.enabled = true; }