Example #1
0
 public void CompleteTask()
 {
     if (task.TaskCompleted)
     {
         DoneImageSprite.SetActive(task.TaskCompleted);
         GoButton.SetActive(!task.TaskCompleted);
         QuestManager.Instance.ChangeStatus();
     }
 }
Example #2
0
    void Start()
    {
        transform.GetChild(0).GetComponent <Text> ().text = task.TaskName;
        transform.GetChild(1).GetChild(0).GetComponent <Image> ().sprite = task.TaskIcon;
        transform.GetChild(4).GetComponent <Image> ().sprite             = DoneImage;

        DoneImageSprite.SetActive(task.TaskCompleted);
        GoButton.SetActive(!task.TaskCompleted);
        GoButton.GetComponent <Button> ().onClick.AddListener(() => SelectTask());
    }
Example #3
0
    public void clearwalls()
    {
        #region
        foreach (Transform child in maze)
        {
            Destroy(child.gameObject);
        }
        foreach (Transform child in upperWall)
        {
            Destroy(child.gameObject);
        }
        foreach (Transform child in lowerWall)
        {
            Destroy(child.gameObject);
        }
        foreach (Transform child in leftWall)
        {
            Destroy(child.gameObject);
        }
        foreach (Transform child in rightWall)
        {
            Destroy(child.gameObject);
        }
        #endregion

        generatebutton.interactable = true;
        GoButton.GetComponent <Button>().interactable = true;
        GoButton.SetActive(false);
        SpawnButton.interactable = false;
        PlayerPrefab.SetActive(false);
        FollowButton.interactable = false;
        followtext1.text          = "Follow";
        followtext1.color         = new Color(255f, 255f, 255f, 10f);


        CharacterMovement.won = false;
        if (CameraMovement.startfollowing || followed)
        {
            CameraMovement.startfollowing = false;
            Vector3 oldrot = GetComponent <CameraMovement>().oldrotation;
            //Vector3 oldpos = GetComponent<CameraMovement>().oldpos;
            CameraMovement.unfollow = true;
            // Vector3 smoothed = Vector3.Lerp(transform.position, oldpos, 0.125f);
            // Camera.main.transform.position = smoothed;
            Camera.main.transform.rotation = Quaternion.Euler(oldrot);
            followed = false;
        }
    }