public void StartGame() { //launch game config.ChangeCursorToHandSymbol(); openingScene.gameObject.SetActive(true); gameObject.SetActive(false); }
/// <summary> Method <c>OnClickLaunchDay</c> Start the day relative to the progression </summary> public void OnClickLaunchDay() { am.UnmuteCurrentTrack(); gm.ChangeCursorToHandSymbol(); switch (gameStats.dayTracker.GetDay()) { case 1: dayOne.gameObject.SetActive(true); gameObject.SetActive(false); break; case 2: dayTwo.gameObject.SetActive(true); gameObject.SetActive(false); break; case 3: dayThree.gameObject.SetActive(true); gameObject.SetActive(false); break; case 4: dayFour.gameObject.SetActive(true); gameObject.SetActive(false); break; case 5: dayFive.gameObject.SetActive(true); gameObject.SetActive(false); break; default: Debug.LogWarning("DAY NOT FOUND: " + gameStats.dayTracker.GetDay()); break; } }