void SceneLoaded(VTOLScenes scene) { switch (scene) { case VTOLScenes.Akutan: case VTOLScenes.CustomMapBase: StartCoroutine("SetupScene"); break; case VTOLScenes.VehicleConfiguration: if (bettyVoiceProfiles.Count > 0) { Debug.Log("Replacing betty!"); currentProfileID = UnityEngine.Random.Range(0, bettyVoiceProfiles.Count); currentProfile = profiles[currentProfileID]; currentCommonWarnings = bettyVoiceProfiles[currentProfileID]; } else { Debug.Log("There are no betty voice packs, cannot replace betty..."); } break; default: break; } }
private void SceneChanged(VTOLScenes scenes) { if (scenes == VTOLScenes.Akutan || scenes == VTOLScenes.CustomMapBase) // If inside of a scene that you can fly in { StartCoroutine(main()); } }
private void SceneLoaded(VTOLScenes scene) { UnityEngine.CrashReportHandler.CrashReportHandler.enableCaptureExceptions = false; Debug.Log($"Scene Switch! { scene.ToString() }"); switch (scene) { case VTOLScenes.ReadyRoom: CreateUI(); break; case VTOLScenes.Akutan: Log("Map Loaded from vtol scenes akutan"); waitingForJoin = null; DestroyLoadingSceneObjects(); StartCoroutine(PlayerManager.MapLoaded()); break; case VTOLScenes.CustomMapBase: Log("Map Loaded from vtol scenes custom map base"); waitingForJoin = null; DestroyLoadingSceneObjects(); StartCoroutine(PlayerManager.MapLoaded()); break; case VTOLScenes.LoadingScene: if (playingMP) { Log("Create Loading Scene"); CreateLoadingSceneObjects(); break; } break; } }
private void SceneChanged(VTOLScenes scene) { if (scene == VTOLScenes.ReadyRoom && PlayerManager.gameLoaded) { Disconnect(); } }
private void lol(VTOLScenes scenes) { if (scenes == VTOLScenes.Akutan || scenes == VTOLScenes.CustomMapBase) { StartCoroutine(main()); } }
private void lol(VTOLScenes scenes) { if (scenes == VTOLScenes.Akutan || scenes == VTOLScenes.CustomMapBase) // Don't forget to add running bool { QuicksaveManager.instance.OnQuicksave += OnQuicksave; } if (scenes == VTOLScenes.ReadyRoom) { StartCoroutine(DrawButton()); } }
public void Create3DChat(GameObject jet, VTOLVehicles type, VTOLScenes scene) { GameObject temp = new GameObject(); GameObject temp3 = UnityEngine.Object.Instantiate(temp); textMesh = temp3.AddComponent <TextMeshPro>(); textMesh.outlineColor = Color.black; textMesh.outlineWidth = 0.2f; textMesh.fontSize = 0.5f; textMesh.enableWordWrapping = false; textMesh.alignment = TextAlignmentOptions.Bottom; textMesh.richText = false; if (jet != null) { textMesh.transform.parent = jet.transform; switch (type) { case VTOLVehicles.AV42C: textMesh.transform.localPosition = new Vector3(-1, 0.4f, 0); break; case VTOLVehicles.FA26B: textMesh.transform.localPosition = new Vector3(-1, 0.5f, 5.5f); break; case VTOLVehicles.F45A: textMesh.transform.localPosition = new Vector3(-1, 0, 6); break; default: textMesh.transform.localPosition = new Vector3(-1, 1, 0); break; } textMesh.transform.localPosition += Vector3.up * 3; textMesh.transform.LookAt(textMesh.transform.position + -jet.transform.right); } else { switch (scene) { case VTOLScenes.ReadyRoom: textMesh.transform.position = new Vector3(-3, -0.5f, -0.5f); break; default: textMesh.transform.position = new Vector3(0, 1, 1); break; } textMesh.transform.position += Vector3.up * 3; } Update3DChat(); }
private void SceneChanged(VTOLScenes scenes) { buttonMade = false; if (scenes == VTOLScenes.Akutan || scenes == VTOLScenes.CustomMapBase) // If inside of a scene that you can fly in { StartCoroutine(main()); } else if (scenes == VTOLScenes.ReadyRoom) { trueSave = null; selectedVehicle = null; } }
//This function is called every time a scene is loaded. this behaviour is defined in Awake(). void SceneLoaded(VTOLScenes scene) { switch (scene) { case VTOLScenes.Akutan: case VTOLScenes.CustomMapBase: StartCoroutine("SetupScene"); Cursor.visible = false; break; default: Cursor.visible = true; break; } }
//This function is called every time a scene is loaded. this behaviour is defined in Awake(). private void SceneLoaded(VTOLScenes scene) { //If you want something to happen in only one (or more) scenes, this is where you define it. //For example, lets say you're making a mod which only does something in the ready room and the loading scene. This is how your code could look: switch (scene) { case VTOLScenes.ReadyRoom: //Add your ready room code here break; case VTOLScenes.LoadingScene: //Add your loading scene code here break; } }
private void SceneLoaded(VTOLScenes arg0) { switch (arg0) { case VTOLScenes.Akutan: StartCoroutine(InitWaiter()); break; case VTOLScenes.OpenWater: StartCoroutine(InitWaiter()); break; case VTOLScenes.CustomMapBase: StartCoroutine(InitWaiter()); break; } }
private void SceneLoaded(VTOLScenes scene) { switch (scene) { case VTOLScenes.ReadyRoom: CreateUI(); break; case VTOLScenes.Akutan: case VTOLScenes.CustomMapBase: Log("Map Loaded"); PlayerManager.MapLoaded(); break; case VTOLScenes.LoadingScene: CreateLoadingSceneObjects(); break; } }
private void SceneLoaded(VTOLScenes scene) { CheckSave(); currentScene = scene; switch (scene) { case VTOLScenes.Akutan: akutan = true; StartCoroutine("SetupScene"); break; case VTOLScenes.CustomMapBase: akutan = true; StartCoroutine("SetupScene"); break; default: break; } }
private void SceneLoaded(VTOLScenes scene) { chat.Create3DChat(VTOLAPI.GetPlayersVehicleGameObject(), VTOLAPI.GetPlayersVehicleEnum(), scene); manager.Start(); }
private void SceneLoaded(VTOLScenes scene) { CheckSave(); }