public void moveDown()
 {
     if (state == canvasState.outofScreen)
     {
         state = canvasState.movingDown;
     }
 }
Пример #2
0
    public void ChangeCanvasState(canvasState state)
    {
        if (changeState)
        {
            switch (state)
            {
            case canvasState.search:
                if (menuTools)
                {
                    stCanvas.menu.SetActive(false);
                    stCanvas.menuTools.SetActive(true);
                }
                else
                {
                    stCanvas.menu.SetActive(true);
                    stCanvas.menuTools.SetActive(false);
                }
                stCanvas.search.SetActive(true);
                stCanvas.foto.SetActive(false);
                stCanvas.snapScreen.SetActive(false);
                stCanvas.afterfoto.SetActive(false);
                break;

            case canvasState.endSearch:
                if (menuTools)
                {
                    stCanvas.menu.SetActive(false);
                    stCanvas.menuTools.SetActive(true);
                }
                else
                {
                    stCanvas.menu.SetActive(true);
                    stCanvas.menuTools.SetActive(false);
                }
                stCanvas.search.SetActive(false);
                stCanvas.foto.SetActive(true);
                stCanvas.snapScreen.SetActive(false);
                stCanvas.afterfoto.SetActive(false);
                break;

            case canvasState.offAll:
                stCanvas.canvas.SetActive(false);
                break;

            case canvasState.onAll:
                stCanvas.canvas.SetActive(true);
                break;
            }
        }
    }
    // Update is called once per frame
    void Update()
    {
        if (Input.GetButtonDown("HelpButton") && state == canvasState.onScreen)
        {
            state = canvasState.heldDown;
            transform.localPosition = new Vector3(0, heldDownY);
        }
        else
        if (Input.GetButtonUp("HelpButton") && state == canvasState.heldDown)
        {
            state = canvasState.movingUp;
            GetComponent <AudioSource>().Play();
        }
        else

        if (Input.GetButtonDown("HelpButton") && state == canvasState.outofScreen)
        {
            state = canvasState.movingDown;
            GetComponent <AudioSource>().Play();
        }

        //Go out of the screen.
        if (state == canvasState.movingUp)
        {
            transform.localPosition += new Vector3(0, speed);
            speed += acceleration;
            if (transform.localPosition.y > outOfScreenY)
            {
                state = canvasState.outofScreen;
                speed = 0;
                transform.localPosition = new Vector3(0, outOfScreenY);
            }
        }
        else

        //Appear in the screen.
        if (state == canvasState.movingDown)
        {
            transform.localPosition -= new Vector3(0, speed);
            speed += acceleration;
            if (transform.localPosition.y < heldDownY)
            {
                state = canvasState.onScreen;
                speed = 0;
                transform.localPosition = new Vector3(0, normalY);
            }
        }
    }
Пример #4
0
 public void ChangeCanvasState(canvasState state, Sprite sprite)
 {
     switch (state)
     {
     case canvasState.afterFoto:
         stCanvas.menu.SetActive(false);
         stCanvas.menuTools.SetActive(false);
         stCanvas.search.SetActive(false);
         stCanvas.foto.SetActive(false);
         stCanvas.snapScreen.SetActive(true);
         stCanvas.snapScreen.GetComponent <UnityEngine.UI.Image>().sprite = sprite;
         stCanvas.afterfoto.SetActive(true);
         changeState = false;
         break;
     }
 }
Пример #5
0
 private void DefaultTrackableEventHandler_trackedOn()
 {
     ChangeCanvasState(canvasState.endSearch);
     canvasStat = canvasState.endSearch;
 }