Fixed EyeTracking and other Issues. Redesigned Replay UI
This commit is contained in:
@@ -1,3 +1,6 @@
|
||||
using GhostSystem;
|
||||
using JetBrains.Annotations;
|
||||
using Oculus.Interaction;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
@@ -12,10 +15,12 @@ public class RoomManager : MonoBehaviour
|
||||
public List<GameObject> portals;
|
||||
public List<GameObject> enemies;
|
||||
|
||||
public static event Action<string> OnSceneIdReady; // um das Replay erst auszulösen, wenn die SceneId da ist, die nun über die RoomPrefs festgelegt wird.
|
||||
public static event Action<string, List<GameObject>> OnSceneIdReady; // um das Replay erst auszulösen, wenn die SceneId da ist, die nun über die RoomPrefs festgelegt wird.
|
||||
GhostRecorderBatch ghostRecorder;
|
||||
|
||||
public void Awake()
|
||||
{
|
||||
ghostRecorder = FindFirstObjectByType<GhostRecorderBatch>();
|
||||
if (myRoom == null)
|
||||
{
|
||||
Debug.LogError("RoomPrefs is not assigned in RoomManager.");
|
||||
@@ -25,7 +30,10 @@ public class RoomManager : MonoBehaviour
|
||||
//if (!myRoom.doors && myRoom.furniture && !myRoom.portals && !myRoom.enemies) return;
|
||||
if (myRoom.doors)
|
||||
{
|
||||
foreach (GameObject door in doors) door.SetActive(true);
|
||||
foreach (GameObject door in doors)
|
||||
{
|
||||
door.SetActive(true);
|
||||
}
|
||||
}
|
||||
if (!myRoom.furniture)
|
||||
{
|
||||
@@ -40,7 +48,7 @@ public class RoomManager : MonoBehaviour
|
||||
foreach (GameObject enemy in enemies) enemy.SetActive(true);
|
||||
}
|
||||
sceneId = myRoom.sceneId;
|
||||
OnSceneIdReady?.Invoke(sceneId);
|
||||
OnSceneIdReady?.Invoke(sceneId, doors);
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user