public void EnableMouse(bool TurnOn) { if (TurnOn) { FPC.enabled = false; Cursor.visible = true; Cursor.lockState = CursorLockMode.None; } else { FPC.enabled = true; Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; QuestionPanel.SetActive(false); AnswerPanel.SetActive(false); } }
// Update is called once per frame void Update() { float CloseDistance = 100000f; int Subject = 0; for (int i = 0; i < Triggers.Length; i++) // i = Counter. { float thisDistance = Vector3.Distance(Triggers[i].transform.position, Player.transform.position); // If current distance is less that close distance, then close distance will be the new current distance. if (thisDistance < CloseDistance) { CloseDistance = thisDistance; Subject = i; } } // Checks if the Player enters the close distance of the Trigger box. if (CloseDistance < TriggerDistance) { if (!isUIDisplaying) { HintPanel.SetActive(true); // If the Player enters this TriggerDistance, then activate Hint Panel from Unity. if (Input.GetKey("e")) { QsAs(Subject); // Call the functions. isUIDisplaying = true; // Calls the boolean. EnableMouse(true); // Enable the mouse. HintPanel.SetActive(false); // Disable the Hint Panel when the Player presses E. } } } // Otherwise, checks if the Player left the close distance. else { HintPanel.SetActive(false); if (isUIDisplaying) { QuestionPanel.SetActive(false); AnswerPanel.SetActive(false); isUIDisplaying = false; EnableMouse(false); } } }
public void As(int Rep) { QuestionPanel.SetActive(false); AnswerPanel.SetActive(true); switch (Rep) { case 0: Reply.text = Answers[Answer0]; break; case 1: Reply.text = Answers[Answer1]; break; case 2: Reply.text = Answers[Answer2]; break; } }
public void GoBack(int X) { QuestionPanel.SetActive(true); AnswerPanel.SetActive(false); }