void StopInspectingObject() { postProcessVolume.enabled = !postProcessVolume.enabled; grabbedObject.gameObject.layer = backgroundLayerNumber; // Set layer Background // objectToInspect.settings.depthCompareFunction = CompareFunction.LessEqual; // objectToInspect.Create(); // Debug.Log("Renderer setting changed! : " + objectToInspect.settings.depthCompareFunction.ToString()); // Set Mask for blur background shader to Nothing and create the Object PlayerMovement.instance.canMove = true; rotateObject.canRotate = false; Cursor.visible = false; mouse.EnableLook(); objectName.enabled = true; }
//public FMOD.Studio.EventInstance[] bgmS; void Awake() { sentOutOfGoopMessage = false; spawnPosition = transform.position; type = OldPlantType.Spread; mousePos = Input.mousePosition; Services.PlayerController = this; p_state = GetComponent <PlayerState>(); p_sc = GetComponent <PlayerSc>(); rb = GetComponent <Rigidbody>(); collider = GetComponent <CapsuleCollider>(); cam = Camera.main; layerGround = LayerMask.NameToLayer("Ground"); Cursor.lockState = CursorLockMode.Locked; mouseLook = cam.gameObject.GetComponent <MouseLook>(); mouseLook.EnableLook(); fadeOut.gameObject.SetActive(true); }