// Update is called once per frame void Update() { // Listens in on GameState for the number of rounds if ((GameState.Singleton.CurrentState == State.Win || GameState.Singleton.CurrentState == State.Lose) && (!drawGUI && surveyRoundState != SurveyRoundState.SurveyResultsSent)) { // That last clause fixes a bug where the score window can pop up again by accident. drawGUI = true; if (totalScore == 0) { totalScore = (int)GameState.Singleton.score + GameRoundCounter.GetTotalScore(); } } if (surveyObject != null) { LikertGUI lc2 = surveyObject.GetComponent <LikertGUI>(); string results = lc2.GetResults(); if (results != null && !surveySent) { // SEND THE SURVEY RESULTS OFF.... this.gameObject.GetComponent <DBGameStateManager>().SendSurveyResults(results); surveyRoundState = SurveyRoundState.SurveyResultsSent; surveySent = true; } } }
private void DisplayContinueOrQuitDialogue(string text) { // Otherwise, spawn a box that lets the player quit or continue GUILayout.BeginArea(new Rect((Screen.width - width) / 2.0f, (Screen.height - height) / 2.0f, width, height), GUI.skin.box); scrollPosition = GUILayout.BeginScrollView(scrollPosition, boxStyle); GUILayout.Label(text, textStyle); GUILayout.EndScrollView(); // BUTTONS GUILayout.BeginHorizontal(); if (GUILayout.Button("Continue!", buttonStyle)) { drawGUI = false; GameRoundCounter.AdvanceRound(); GameRoundCounter.AddScore((int)GameState.Singleton.score); Application.LoadLevel(gameSceneName); } if (GUILayout.Button("Finish!", buttonStyle)) { surveyObject = new GameObject(); surveyObject.transform.position = new Vector3(0, 0, -5f); surveyObject.AddComponent <LikertGUI>(); LikertGUI lc = surveyObject.GetComponent <LikertGUI>(); SetupLikertGUI(ref lc); surveyRoundState = SurveyRoundState.SurveyObjectSpawned; } GUILayout.EndHorizontal(); GUILayout.EndArea(); }
private void SetupLikertGUI(ref LikertGUI lg) { lg.file = Resources.Load("likert") as TextAsset; lg.headerFile = Resources.Load("likert_header") as TextAsset; lg.font = font; lg.fontSize = fontSize; lg.fontColor = fontColor; lg.fontBackground = fontBackground; lg.nextSceneName = titleSceneName; }