void OnTriggerEnter(Collider col)
    {
        if (col.gameObject.CompareTag("target"))
        {
            EasyTTSUtil.SpeechAdd("Congratulations, you've reached your destination.");
            Debug.Log("Game Over, you've completed the course");
            isAllowMove   = false;
            isReachTarget = true;
            infoBrg.setReachTarget(isReachTarget);
            source.Stop();


            mode++;
            resetTutorial();
        }
    }
Ejemplo n.º 2
0
    void Start()
    {
        EasyTTSUtil.Initialize(EasyTTSUtil.UnitedStates);
        gameController = gameObject.GetComponent <GameController1> ();
        Button yes = yesButton.GetComponent <Button> ();
        Button no  = NoButton.GetComponent <Button> ();

        selection = 0;
        inforBrg  = new TheInformationBridge();
        inforBrg.setReachTarget(false);

        EasyTTSUtil.SpeechAdd("Do you want play again");
        Debug.Log("DO you want play again?");
        yes.onClick.AddListener(ClickYes);
        no.onClick.AddListener(ClickNo);
    }
Ejemplo n.º 3
0
    /*
     * When avatar come into contact with a TRIGGER
     * such as the destination cube.
     * @param col - the trigger that was collided
     */
    void OnTriggerEnter(Collider col)
    {
        if (col.gameObject.tag == "Door")
        {
            Debug.Log("Walking through room " + col.gameObject.name + " door");
            EasyTTSUtil.SpeechAdd("Walking through room " + col.gameObject.name + " door");
        }


        if (col.gameObject.CompareTag("target"))
        {
            endOfGame = true;
            nexDir    = new NextDirection();
            nexDir.setEndTime(timerText.text);
            nexDir.setNumOfCollisions(countColli);
            WriteString();

            source.Stop();
            EasyTTSUtil.SpeechAdd("Congratulations, you've reached your destination.");

            Debug.Log("Game Over, you've completed the course");
            isAllowMove   = false;
            isReachTarget = true;
            infoBrg.setReachTarget(isReachTarget);
            StartCoroutine(MyCoroutine(5));

            //Application.Quit();

            /****************************************** not for test
             * //Invoke("EndGame", 4); // Wait 4 seconds and then call the "changeToEndScene" Method.
             *
             * /////// Get UnityPlayerActivity class from Android Side ////////////////
             * using (AndroidJavaClass jc = new AndroidJavaClass("com.jastworld.interfaceplugin.UnityPlayerActivity"))
             * {
             * if (jc != null)
             * {
             * //jc.CallStatic("UnitySendMessage", "text", "setText", "Got UnityPlayerActivity Class!");
             * //print("Got UnityPlayerActivity Class!");
             *
             * /////// Get the instance of UnityPlayerActivity class from Android Side ////////////////
             * using (AndroidJavaObject jo = jc.GetStatic<AndroidJavaObject>("currentActivity"))
             * {
             * if (jo != null)
             * {
             *  //jc.CallStatic("UnitySendMessage", "text", "setText", "Got UnityPlayerActivity Object!");
             *  //print("Got UnityPlayerActivity Object!");
             *
             *  //////// Call goToEnd() method in the instance of UnityPlayerActivity /////////
             *  jo.Call("EndScreen", timerText.text, (countColli+""));
             *  //jo.Call("goToEnd");
             * }
             * else
             * {
             *  //jc.CallStatic("UnitySendMessage", "text", "setText", "NOT Got UnityPlayerActivity Object!");
             *  print("NOT Got UnityPlayerActivity Object!");
             * }
             * }
             * }
             * else
             * {
             * jc.CallStatic("UnitySendMessage", "text", "setText", "NOT Got UnityPlayerActivity Class!");
             * print("NOT Got UnityPlayerActivity Class!");
             * }
             *
             * }**********************************************/
        }
    }