using UnityEngine;
public class EnableSwitch : MonoBehaviour
{
public GameObject[] SwitchTargets;
///
/// Sets the active GameObject
///
/// true, if active was set, false otherwise.
/// Target.
public bool SetActive(int target) where T : MonoBehaviour
{
if((target < 0) || (target >= SwitchTargets.Length))
return false;
for (int i = 0; i < SwitchTargets.Length; i++)
{
SwitchTargets[i].SetActive(false);
// Disable texture flip or morph target
OVRLipSyncContextMorphTarget lipsyncContextMorph =
SwitchTargets[i].GetComponent();
if (lipsyncContextMorph)
lipsyncContextMorph.enabled = false;
OVRLipSyncContextTextureFlip lipsyncContextTexture =
SwitchTargets[i].GetComponent();
if (lipsyncContextTexture)
lipsyncContextTexture.enabled = false;
}
SwitchTargets[target].SetActive(true);
MonoBehaviour lipsyncContext = SwitchTargets[target].GetComponent();
if (lipsyncContext != null)
{
lipsyncContext.enabled = true;
}
return true;
}
///
/// Sets the active GameObject
///
/// true, if active was set, false otherwise.
/// Target.
public bool SetActive(int target)
{
if((target < 0) || (target >= SwitchTargets.Length))
return false;
for (int i = 0; i < SwitchTargets.Length; i++)
SwitchTargets[i].SetActive(false);
SwitchTargets[target].SetActive(true);
return true;
}
}