Question by
sgruffat · Nov 19, 2020 at 02:17 PM ·
scene loadswitch-case
Not going through my switch case on scene loaded.
I am wondering what I am doing wrong.
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement;
public class CameraSETUP : MonoBehaviour
{
private Camera m_Camera;
private CanvasGroup myCanvas;
private GameObject myTexty;
public GameObject CamParent;
private GameObject myDot;
// Start is called before the first frame update
void Awake()
{
DontDestroyOnLoad(this);
m_Camera = Camera.main;
Instantiate(CamParent);
CamParent.transform.SetPositionAndRotation(new Vector3(-4.5f, 1.6f, 0), Quaternion.Euler(new Vector3(0, 180.0f, 0)));
int currentScene = SceneManager.GetActiveScene().buildIndex;
// myTexty = GameObject.FindWithTag("cam_stuff");
// myDot = GameObject.FindWithTag("dot");
myCanvas = transform.GetChild(0).GetComponent<CanvasGroup>();
StartCoroutine(faderCoroutine.FadeCanvas(myCanvas, 1f, 0f, 2f));
CamParent.GetComponent<playVideo>().enabled = true;
CamParent.GetComponent<MouseRayv2>().enabled = false;
}
// Update is called once per frame
void Update()
{
SceneManager.sceneLoaded += OnSceneLoaded;
}
void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
myDot = GameObject.FindWithTag("dot");
myTexty = GameObject.FindWithTag("cam_stuff");
int currentScene = SceneManager.GetActiveScene().buildIndex;
switch (currentScene)
{
case 0:
Instantiate(CamParent);
CamParent.GetComponent<playVideo>().enabled = true;
CamParent.GetComponent<MouseRayv2>().enabled = false;
myTexty.SetActive(false);
myDot.SetActive(false);
CamParent.transform.SetPositionAndRotation(new Vector3(-4.5f, 1.6f, 0), Quaternion.Euler(new Vector3(0, 180.0f, 0)));
break;
case 1:
Debug.Log("caseDone");
Instantiate(CamParent);
CamParent.transform.position = new Vector3(-0.49f, 1.6f, -2.714f);
//CamParent.transform.SetPositionAndRotation(new Vector3(-0.45f, 1.8f, -2.75f), Quaternion.Euler(new Vector3(0, 90.0f, 0)));
myCanvas = transform.GetChild(0).GetComponent<CanvasGroup>();
StartCoroutine(faderCoroutine.FadeCanvas(myCanvas, 1f, 0f, 2f));
Debug.Log(CamParent.transform.position);
// CamParent.transform.rotation = Quaternion.Euler(0, 90.0f, 0);
CamParent.GetComponent<playVideo>().enabled = false;
CamParent.GetComponent<MouseRayv2>().enabled = true;
// myTexty = GameObject.FindWithTag("cam_stuff");
// myDot = GameObject.FindWithTag("dot");
myTexty.SetActive(true);
myDot.SetActive(true);
break;
case 2:
CamParent.GetComponent<playVideo>().enabled = false;
CamParent.GetComponent<MouseRayv2>().enabled = false;
myTexty.SetActive(false);
myDot.SetActive(false);
break;
}
}
}
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