// Start is called before the first frame update void Start() { #if RUDDER // recover values presence detector when this script is reloaded show = RudderPedals.PresenceDetector.Instance.isPaused; switchScenePressed = RudderPedals.PresenceDetector.Instance.isPaused; // buttons init switchScene.OnTouchEnter((t) => { //Debug.Log($"switch Scene {switchScenePressed}"); //if (switchScenePressed) return; if (Time.time - StateManager.Instance.lastSwitch < minSwitchWait) { Debug.Log($"Attempted to switch scenes but button interaction was too early by {minSwitchWait - Time.time + StateManager.Instance.lastSwitch}s"); return; } switchScenePressed = true; switch (StateManager.Instance.currentState) { case StateManager.States.Training: Debug.Log("Changing scene to HUD"); StateManager.Instance.GoToState(StateManager.States.HUD, () => { oldWheelchairVisibility = WheelchairStateManager.Instance.visible; WheelchairStateManager.Instance.SetVisibility(true, StateManager.Instance.currentState == StateManager.States.HUD ? WheelchairStateManager.HUDAlpha : 1); }); break; case StateManager.States.HUD: Debug.Log("Changing scene to Traning"); StateManager.Instance.GoToState(StateManager.States.Training); break; } }); #else switchScene.gameObject.SetActive(false); transform.gameObject.SetActive(false); #endif }