using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SwitchModes : MonoBehaviour
{
private string mode;
private InputManager inputManager;
[Header("Exploring")]
public GameObject exploringUI;
[Header("Building")]
public GameObject buildingUI;
private Vector3 buildingPosition;
private string activemode;
void Start()
{
inputManager = GetComponent<InputManager>();
activemode = "building";
}
void Update()
{
if (inputManager.onFoot.SwitchModes.triggered)
{
SwitchMode();
}
if (activemode == "exploring")
{
Exploring();
}
else if (activemode == "building")
{
Building();
}
else
{
Debug.Log("the code is completely fucked up, give up");
}
}
public void SwitchMode()
{
if (activemode == "building")
{
buildingPosition = transform.position;
Vector3 startPosition = GetComponent<PlaceEntriesAndExits>().placedStartPosition;
transform.position = new Vector3(startPosition.x, transform.position.y, startPosition.z);
activemode = "exploring";
}
else if (activemode == "exploring")
{
//transform.position = buildingTransform.position;
//transform.rotation = buildingTransform.rotation;
//transform.localScale = buildingTransform.localScale;
activemode = "building";
}
}
public void Exploring()
{
exploringUI.SetActive(true);
buildingUI.SetActive(false);
GetComponent<Building>().buildModelList[GetComponent<Building>().currentSelectedBuild].SetActive(false);
GetComponent<Exploring>().enabled = true;
GetComponent<Building>().enabled = false;
}
public void Building()
{
exploringUI.SetActive(false);
buildingUI.SetActive(true);
GetComponent<Exploring>().enabled = false;
if (GetComponent<PlaceEntriesAndExits>().endPlaced)
{
GetComponent<Building>().enabled = true;
GetComponent<PlaceEntriesAndExits>().enabled = false;
}
else
{
GetComponent<PlaceEntriesAndExits>().enabled = true;
GetComponent<Building>().enabled = false;
}
}
}