private void EnterExitVehicle() { switch (gameplaymode) { case GameplayModes.Rover: gameplaymode = GameplayModes.Spectate; break; case GameplayModes.Lander: gameplaymode = GameplayModes.Spectate; break; case GameplayModes.Spectate: if (currentSelectedObject == null) { return; } // turn on only those appropriate to the current Game mode if (currentSelectedObject is CarObject) { gameplaymode = GameplayModes.Rover; } if (currentSelectedObject is LunarVehicle) { gameplaymode = GameplayModes.Lander; } break; default: break; } UpdateInputs(); }
private void buildCamToggle() { switch (gameplaymode) { case GameplayModes.Build: gameplaymode = GameplayModes.BuildCam; break; case GameplayModes.BuildCam: gameplaymode = GameplayModes.Build; break; } }
private void ToggleMode() { switch (gameplaymode) { case GameplayModes.Build: case GameplayModes.BuildCam: gameplaymode = GameplayModes.Play; break; case GameplayModes.Play: gameplaymode = GameplayModes.Build; PickPiece(AssetTypes.B_4_2_3); break; } ProcessModeChange(); UpdateInputs(); }
private void EnterExitVehicle() { switch (gameplaymode) { case GameplayModes.Rover: gameplaymode = GameplayModes.Spectate; break; case GameplayModes.Lander: gameplaymode = GameplayModes.Spectate; break; case GameplayModes.Spectate: if (currentSelectedObject == null) return; // turn on only those appropriate to the current Game mode if (currentSelectedObject is CarObject) gameplaymode = GameplayModes.Rover; if (currentSelectedObject is LunarVehicle) gameplaymode = GameplayModes.Lander; break; default: break; } UpdateInputs(); }