Beispiel #1
0
    // Update is called once per frame
    void Update()
    {
        if (m_bStarted)
        {
            m_fTimeRemaining = m_fTimeRemaining - Time.fixedDeltaTime;

            if (m_fTimeRemaining < 0.0f)
            {
                m_fTimeRemaining = 0.0f;
            }

            //GameObject.Find ("TimeRemaining").GetComponent<TextMesh>().text = m_fTimeRemaining.ToString("F2");
            GameObject.Find("TimeRemaining").GetComponent <TextMesh>().text = m_fTimeRemaining.ToString("F0");

            if (m_bHasCurrentLevelEndedWrong == true || m_fTimeRemaining <= 0.0f)
            {
                if (m_bIsStartingLevel == false)
                {
                    StartCoroutine(LevelEnder(false));
                }

                ClassStartingLevel oStartingLevel = new ClassStartingLevel();

                m_nCurrentAnswer = oStartingLevel.GenerateQuestion(m_bHardLevel);

                GameObject.Find("TextBox").GetComponent <TextMesh>().text = "";
                GameObject.Find("Sign").GetComponent <TextMesh>().text    = "";

                GameObject.Find("Button Minus").GetComponent <ClassButtonMinus>().m_bIsCurrentlyNegative = false;

                m_fTimeRemaining = m_nTimeLimit;

                GameObject.Find("ProgressBarManager").GetComponent <ClassProgressionFruits>().nCorrectStreak = 0;

                m_bHasCurrentLevelEndedWrong = false;

                m_bIsStartingLevel = false;
            }

            if (m_bHasCurrentLevelEndedCorrect == true)
            {
                StartCoroutine(LevelEnder(true));

                ClassSubsequentLevel oSubsequentLevel = new ClassSubsequentLevel();

                m_nCurrentAnswer = oSubsequentLevel.GenerateQuestion(m_nCurrentAnswer, m_bHardLevel);

                GameObject.Find("TextBox").GetComponent <TextMesh>().text = "";
                GameObject.Find("Sign").GetComponent <TextMesh>().text    = "";

                GameObject.Find("Button Minus").GetComponent <ClassButtonMinus>().m_bIsCurrentlyNegative = false;

                m_fTimeRemaining = m_nTimeLimit;

                m_bHasCurrentLevelEndedCorrect = false;
            }
        }
    }
    // Update is called once per frame
    void Update()
    {
        if ( m_bStarted )
        {
            m_fTimeRemaining = m_fTimeRemaining - Time.fixedDeltaTime;

            if(m_fTimeRemaining < 0.0f)
            {
                m_fTimeRemaining = 0.0f;
            }

            //GameObject.Find ("TimeRemaining").GetComponent<TextMesh>().text = m_fTimeRemaining.ToString("F2");
            GameObject.Find ("TimeRemaining").GetComponent<TextMesh>().text = m_fTimeRemaining.ToString("F0");

            if(m_bHasCurrentLevelEndedWrong == true || m_fTimeRemaining <= 0.0f)
            {
                if(m_bIsStartingLevel == false)
                {
                    StartCoroutine(LevelEnder(false));
                }

                ClassStartingLevel oStartingLevel = new ClassStartingLevel();

                m_nCurrentAnswer = oStartingLevel.GenerateQuestion(m_bHardLevel);

                GameObject.Find("TextBox").GetComponent<TextMesh>().text = "";
                GameObject.Find("Sign").GetComponent<TextMesh>().text = "";

                GameObject.Find ("Button Minus").GetComponent<ClassButtonMinus>().m_bIsCurrentlyNegative = false;

                m_fTimeRemaining = m_nTimeLimit;

                GameObject.Find ("ProgressBarManager").GetComponent<ClassProgressionFruits>().nCorrectStreak = 0;

                m_bHasCurrentLevelEndedWrong = false;

                m_bIsStartingLevel = false;
            }

            if(m_bHasCurrentLevelEndedCorrect == true)
            {
                StartCoroutine(LevelEnder(true));

                ClassSubsequentLevel oSubsequentLevel = new ClassSubsequentLevel();

                m_nCurrentAnswer = oSubsequentLevel.GenerateQuestion(m_nCurrentAnswer, m_bHardLevel);

                GameObject.Find("TextBox").GetComponent<TextMesh>().text = "";
                GameObject.Find("Sign").GetComponent<TextMesh>().text = "";

                GameObject.Find ("Button Minus").GetComponent<ClassButtonMinus>().m_bIsCurrentlyNegative = false;

                m_fTimeRemaining = m_nTimeLimit;

                m_bHasCurrentLevelEndedCorrect = false;
            }
        }
    }