IEnumerator DisplayCall() { yield return(new WaitForSeconds(sec)); gameHandler.GetComponent <ReadMCQ>().nextQns(); MCQ_UI.SetActive(true); }
void checkAns() { if (Ans1Sel && currMCQs[2] == "T") { Debug.Log("Correct"); enemyHandler.GetComponent <Enemy>().EnemyDeath(); } else if (Ans2Sel && currMCQs[4] == "T") { Debug.Log("Correct"); enemyHandler.GetComponent <Enemy>().EnemyDeath(); } else if (Ans3Sel && currMCQs[6] == "T") { Debug.Log("Correct"); enemyHandler.GetComponent <Enemy>().EnemyDeath(); } else if (Ans4Sel && currMCQs[8] == "T") { Debug.Log("Correct"); enemyHandler.GetComponent <Enemy>().EnemyDeath(); } else { Debug.Log("Incorrect"); } MCQ_UI.SetActive(false); StartCoroutine(DisplayCall()); }
IEnumerator DisplayCall() { yield return(new WaitForSeconds(sec)); RanMsg.SetActive(false); gameHandler.GetComponent <ReadMCQ>().nextQns(); if (isPlayerDead) { GameOver_MSG.SetActive(true); } else if (isGameEnd) { Clear_Msg.SetActive(true); //put method and go back to world selection } else if (!isGameEnd) { Ans1Sel = false; Ans2Sel = false; Ans3Sel = false; Ans4Sel = false; Ans1.GetComponent <TextBG>().Unselectedbtn(); Ans2.GetComponent <TextBG>().Unselectedbtn(); Ans3.GetComponent <TextBG>().Unselectedbtn(); Ans4.GetComponent <TextBG>().Unselectedbtn(); MCQ_UI.SetActive(true); timeUP = false; timeAtkMode = timeAtkMode1; } }
// Update is called once per frame void Update() { float Tmin = Mathf.FloorToInt(timerMinutes / 60); float TSec = Mathf.FloorToInt(timerSeconds % 60); timerMinutes += Time.deltaTime; timerSeconds += Time.deltaTime; timerUpload = string.Format("{0:00}:{1:00}", Tmin, TSec); //Debug.Log(timerUpload); if ((gameMode == 1 || isHarderMode) && !isGameEnd && !isPlayerDead) { float seconds = Mathf.FloorToInt(timeAtkMode % 60); topTextDisplay[0].text = string.Format("{0:00}:{1:00}", "0", seconds); if (!timeUP) { if (timeAtkMode > 0) { timeAtkMode -= Time.deltaTime; } else { Debug.Log("Time has run out!"); timeAtkMode = 0; timeUP = true; gameHandler.GetComponent <ReadMCQ>().saveWrongQns(currMCQs); player.GetComponent <PlayerCharacter>().deductHP(); enemyHandler.GetComponent <Enemy>().EnemyAtk(); MCQ_UI.SetActive(false); if (!enemyHandler.GetComponent <Enemy>().isBossSpawn) { StartCoroutine(DisplayRanMsg()); enemyHandler.GetComponent <Enemy>().EnemyRan(); } StartCoroutine(DisplayCall()); } } } }
void checkAnsInverse() { if ((Ans1Sel && currMCQs[2] == "F") && (Ans2Sel && currMCQs[4] == "F") && (Ans3Sel && currMCQs[6] == "F") && (!Ans4Sel && currMCQs[8] == "T")) { //Debug.Log("Correct"); score++; increaseDiff(); if (enemyHandler.GetComponent <Enemy>().isBossSpawn) { enemyHandler.GetComponent <Enemy>().deductHP(1); } enemyHandler.GetComponent <Enemy>().EnemyDeath(); player.GetComponent <PlayerCharacter>().playAtkAni(); } else if ((Ans1Sel && currMCQs[2] == "F") && (Ans2Sel && currMCQs[4] == "F") && (Ans4Sel && currMCQs[8] == "F") && (!Ans3Sel && currMCQs[6] == "T")) { score++; increaseDiff(); if (enemyHandler.GetComponent <Enemy>().isBossSpawn) { enemyHandler.GetComponent <Enemy>().deductHP(1); } enemyHandler.GetComponent <Enemy>().EnemyDeath(); player.GetComponent <PlayerCharacter>().playAtkAni(); } else if ((Ans1Sel && currMCQs[2] == "F") && (Ans3Sel && currMCQs[6] == "F") && (Ans4Sel && currMCQs[8] == "F") && (!Ans2Sel && currMCQs[4] == "T")) { score++; increaseDiff(); if (enemyHandler.GetComponent <Enemy>().isBossSpawn) { enemyHandler.GetComponent <Enemy>().deductHP(1); } enemyHandler.GetComponent <Enemy>().EnemyDeath(); player.GetComponent <PlayerCharacter>().playAtkAni(); } else if ((Ans2Sel && currMCQs[4] == "F") && (Ans3Sel && currMCQs[6] == "F") && (Ans4Sel && currMCQs[8] == "F") && (!Ans1Sel && currMCQs[2] == "T")) { score++; increaseDiff(); if (enemyHandler.GetComponent <Enemy>().isBossSpawn) { enemyHandler.GetComponent <Enemy>().deductHP(1); } enemyHandler.GetComponent <Enemy>().EnemyDeath(); player.GetComponent <PlayerCharacter>().playAtkAni(); } else { Debug.Log("Incorrect"); //Save the questions and reuse the questions at the back gameHandler.GetComponent <ReadMCQ>().saveWrongQns(currMCQs); player.GetComponent <PlayerCharacter>().deductHP(); if (!enemyHandler.GetComponent <Enemy>().isBossSpawn) { StartCoroutine(DisplayRanMsg()); enemyHandler.GetComponent <Enemy>().EnemyRan(); } enemyHandler.GetComponent <Enemy>().EnemyAtk(); HPRemain--; updateHP(); } setColor(); MCQ_UI.SetActive(false); StartCoroutine(DisplayCall()); }