void Update() { // need to ensure fireplace is active if (trigger && gameObject.activeInHierarchy) { TutorialPanelHandler UIScript = UIPopUp.GetComponent <TutorialPanelHandler>(); UIScript.FadeOut(); if (firePS.activeInHierarchy == false) { firePS.SetActive(true); firePS.GetComponent <ParticleSystem>().Play(); } if (title.activeInHierarchy == false) { title.SetActive(true); } if (mask.activeInHierarchy == false) { mask.SetActive(true); } trigger = false; } // Everyframe we have a check on how many objects are actively colliding collidedObjects.Clear(); }
private void OnTriggerEnter(Collider col) { if (collidedObjects.Count >= 3) { // activate UI for hand rubbing if (!UITriggered) { TutorialPanelHandler UIScript = UIPopUp.GetComponent <TutorialPanelHandler>(); UIScript.FadeIn(); UITriggered = true; } if (col.CompareTag("Trigger")) { trigger = true; } } }
// Update is called once per frame void Update() { InputDevice device = InputDevices.GetDeviceAtXRNode(inputSource); if (device.TryGetFeatureValue(CommonUsages.menuButton, out isPressed)) { if (isPressed == true && lastButtonState == false) { TutorialPanelHandler UIScript = Menu.GetComponent<TutorialPanelHandler>(); if (!UITriggered) { UIScript.FadeIn(); UITriggered = true; } else { UIScript.FadeOut(); UITriggered = false; } } lastButtonState = isPressed; } }