public void QuitApp() { // the only way for quitPressed to be true here is when the game has started progressing to // next stage, so should not quit. this is an extra safeguard in case the disabling the button // doesnt happen fast enough. Unity doesnt always update the UI immediately if (quitPressed) { return; } quitPressed = true; quitButton.interactable = false; #if UNITY_ANDROID && !UNITY_EDITOR Opie.instance().head().set_linked_pose_and_eye_position(0.5f, 0.5f, Opie.Head.transition_action()); #endif Microphone.End(Microphone.devices[0]); if (RecordingText.text == "recording...") { RecordingText.text = "Stop recording"; } gameData.Reset(); logInfo.Reset(); extRes.Reset(); StartCoroutine(QuitAppCo()); }
//If quitting the game at that stge, go back to login screen public void QuitApp() { quitButton.interactable = false; quitPressed = true; #if UNITY_ANDROID && !UNITY_EDITOR Opie.instance().head().set_linked_pose_and_eye_position(0.5f, 0.5f, Opie.Head.transition_action()); #endif logInfo.Reset(); extRes.Reset(); StartCoroutine(QuitAppCo()); }
public void QuitApp() { // the only way for quitPressed to be true here is when the game has started progressing to // next stage, so should not quit. this is an extra safeguard in case the disabling the button // doesnt happen fast enough. Unity doesnt always update the UI immediately if (quitPressed) { return; } quitPressed = true; //If quitting the application, reset the game info and log info, then reset to profile screen #if UNITY_ANDROID && !UNITY_EDITOR Opie.instance().head().set_linked_pose_and_eye_position(0.5f, 0.5f, Opie.Head.transition_action()); #endif gameData.Reset(); logInfo.Reset(); extRes.Reset(); quitButton.interactable = false; StartCoroutine(QuitAppCo()); }