diff --git a/OdysseyNow/Assets/CalibrationDirectorNew.cs b/OdysseyNow/Assets/CalibrationDirectorNew.cs index 8110680..881fe32 100644 --- a/OdysseyNow/Assets/CalibrationDirectorNew.cs +++ b/OdysseyNow/Assets/CalibrationDirectorNew.cs @@ -44,12 +44,13 @@ private void Start() { mStepPipe.Add(new S0_2D3DAnimation(this, cameraInGame, camera3DScene)); mStepPipe.Add(new S1_Devices(this)); - if (mCalibrationSettings.useOverlay) { + if (mCalibrationSettings.useOverlay) + { mStepPipe.Add(new S2_Overlay(this, mCalibrationSettings.overlay_extra_text)); } // if we need read calibration - if (mCalibrationSettings.p1_read || mCalibrationSettings.p2_read) { + if (mCalibrationSettings.p1_read || mCalibrationSettings.p2_read && PlayerPrefs.GetInt("console_connected") == 1) { // find a player in read mode var playerReadName = mCalibrationSettings.p1_read ? "P1" : "P2"; Debug.Log("Read mode player: " + playerReadName); @@ -72,7 +73,7 @@ private void Start() { } // if we need write calibration - if (!mCalibrationSettings.p1_read || !mCalibrationSettings.p2_read) { + if (!mCalibrationSettings.p1_read || !mCalibrationSettings.p2_read && PlayerPrefs.GetInt("console_connected") == 1) { // find a player in write mode var playerWriteName = !mCalibrationSettings.p1_read ? "P1" : "P2"; diff --git a/OdysseyNow/Assets/ModeDirector.cs b/OdysseyNow/Assets/ModeDirector.cs index 9f28342..472c05c 100644 --- a/OdysseyNow/Assets/ModeDirector.cs +++ b/OdysseyNow/Assets/ModeDirector.cs @@ -13,7 +13,7 @@ private void Awake() { // load cat and mouse after calibration calibration.GetComponent().afterCalibration.AddListener(StartCatAndMouse); break; - case "Super Cat and Mouse": + case "SCAM-Stonehendge": calibration.GetComponent().afterCalibration.AddListener(StartSuperCatAndMouse); break; case "Haunted House": @@ -34,10 +34,6 @@ private void Awake() { PlayerPrefs.GetString("P1Input")); var p2Input = (LocalInputManager.ControlScheme) System.Enum.Parse(typeof(LocalInputManager.ControlScheme), PlayerPrefs.GetString("P2Input")); - // if both input schemes are keyboard or AI, then no need to calibrate overlay - if ((p1Input == LocalInputManager.ControlScheme.Keyboard || p1Input == LocalInputManager.ControlScheme.AI) && - (p2Input == LocalInputManager.ControlScheme.Keyboard || p2Input == LocalInputManager.ControlScheme.AI)) - calibration.GetComponent().useOverlay = false; // if p1 is ai or keyboard, don't read calibration if (p1Input == LocalInputManager.ControlScheme.AI || p1Input == LocalInputManager.ControlScheme.Keyboard) diff --git a/OdysseyNow/Assets/Scenes/MainMenu.unity b/OdysseyNow/Assets/Scenes/MainMenu.unity index dd33a9b..6c0fed5 100644 --- a/OdysseyNow/Assets/Scenes/MainMenu.unity +++ b/OdysseyNow/Assets/Scenes/MainMenu.unity @@ -6318,7 +6318,7 @@ MonoBehaviour: m_EditorClassIdentifier: otherMenu: {fileID: 448613491} gameSelect: {fileID: 0} - connectToggle: {fileID: 0} + connectToggle: {fileID: 1882719786} --- !u!114 &820210557 MonoBehaviour: m_ObjectHideFlags: 0 @@ -11469,7 +11469,7 @@ MonoBehaviour: m_EditorClassIdentifier: otherMenu: {fileID: 448613491} gameSelect: {fileID: 0} - connectToggle: {fileID: 0} + connectToggle: {fileID: 1882719786} --- !u!114 &1499487536 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/OdysseyNow/Assets/Scripts/Graphics/MenuButtonBehavior.cs b/OdysseyNow/Assets/Scripts/Graphics/MenuButtonBehavior.cs index 3028084..58e667b 100644 --- a/OdysseyNow/Assets/Scripts/Graphics/MenuButtonBehavior.cs +++ b/OdysseyNow/Assets/Scripts/Graphics/MenuButtonBehavior.cs @@ -46,11 +46,6 @@ private void ButtonClicked() { gameSelect.transform.Find(transform.name).gameObject.SetActive(true); _parent.gameObject.SetActive(false); } - // if an odyssey is connected but we don't want to play with AI - else if (connectToggle.isOn) { - // pulls up the calibrations scene - SceneManager.LoadScene("Calibration"); - } // if an odyssey is not connected and we don't want to play with AI else { // pulls up the card based on the button's name @@ -64,6 +59,7 @@ private void ButtonClicked() { // tells the scene configurer which game to use PlayerPrefs.SetString("game", _parent.Find("Game Drop Down").Find("Label").GetComponent().text); + PlayerPrefs.SetInt("console_connected", connectToggle.isOn ? 1 : 0); return; }