void SetPhase(TargetScenePhase p) { if (phase != p) { phase = p; switch (p) { case TargetScenePhase.Part1: //introTitle.SetActive(true); //introCopy.SetActive(true); introCard.GetComponent <Collider>().enabled = true; secondCard.GetComponent <Collider>().enabled = false; //part2Copy.SetActive(false); //initialBalloon.gameObject.SetActive(true); //secondBalloon.gameObject.SetActive(false); //randomBalloon.gameObject.SetActive(false); break; case TargetScenePhase.Part2: VRInput.Instance.ReticleColor = new Color(0.2f, 0.2f, 0.2f, 1); //introTitle.SetActive(false); //introCopy.SetActive(false); introCard.GetComponent <Collider>().enabled = false; secondCard.GetComponent <Collider>().enabled = true; //part2Copy.SetActive(true); //initialBalloon.gameObject.SetActive(false); //secondBalloon.gameObject.SetActive(false); //randomBalloon.gameObject.SetActive(true); break; } } }
void SetPhase(TargetScenePhase p) { if(phase != p){ phase = p; switch(p){ case TargetScenePhase.Part1: //introTitle.SetActive(true); //introCopy.SetActive(true); introCard.GetComponent<Collider>().enabled = true; secondCard.GetComponent<Collider>().enabled = false; //part2Copy.SetActive(false); //initialBalloon.gameObject.SetActive(true); //secondBalloon.gameObject.SetActive(false); //randomBalloon.gameObject.SetActive(false); break; case TargetScenePhase.Part2: VRInput.Instance.ReticleColor = new Color(0.2f,0.2f,0.2f,1); //introTitle.SetActive(false); //introCopy.SetActive(false); introCard.GetComponent<Collider>().enabled = false; secondCard.GetComponent<Collider>().enabled = true; //part2Copy.SetActive(true); //initialBalloon.gameObject.SetActive(false); //secondBalloon.gameObject.SetActive(false); //randomBalloon.gameObject.SetActive(true); break; } } }