private void SetPresentStartSpritesAsync(RepeatLevelClass level)
 {
     foreach (var item in level.Answers)
     {
         StartCoroutine(YieldingUpdateSprites(item));
     }
 }
 private void SetPresentStartSprites(RepeatLevelClass level)
 {
     foreach (var item in level.Answers)
     {
         var            go         = GameObject.Find(item.Key);
         SpriteRenderer spriteRndr = go.GetComponent <SpriteRenderer>();
         spriteRndr.sprite = this.present;
     }
 }
 private void InitAnswers()
 {
     levels    = new RepeatLevelClass[numberLevels];
     levels[0] = new RepeatLevelClass()
     {
         Level   = 0,
         Answers = new Dictionary <string, KeyValuePair <string, bool> >()
         {
             { "1", new KeyValuePair <string, bool>("Bike", true) },
             { "2", new KeyValuePair <string, bool>("Chair", false) },
             { "3", new KeyValuePair <string, bool>("Table", false) },
         },
         Labels = new List <string>()
         {
             "Bike",
             "Chair",
             "Table",
         }
     };
     //levels[1] = new RepeatLevelClass()
     //{
     //    Level = 1,
     //    Answers = new Dictionary<string, KeyValuePair<string, bool>>()
     //    {
     //        {"1", new KeyValuePair<string,bool>("First",false) },
     //        {"2",new KeyValuePair<string,bool>("Second",false) },
     //        {"3",new KeyValuePair<string,bool>("Third",true) },
     //    },
     //    Labels = new List<string>()
     //    {
     //        "First",
     //        "Second",
     //        "Third",
     //        "Foud",
     //        "Fift"
     //    }
     //};
     //levels[2] = new RepeatLevelClass()
     //{
     //    Level = 2,
     //    Answers = new Dictionary<string, KeyValuePair<string, bool>>()
     //    {
     //        {"1", new KeyValuePair<string,bool>("First",false) },
     //        {"2",new KeyValuePair<string,bool>("Second",true) },
     //        {"3",new KeyValuePair<string,bool>("Third",false) },
     //    },
     //    Labels = new List<string>()
     //    {
     //        "First",
     //        "Second",
     //        "Third",
     //        "Foud",
     //        "Fift"
     //    }
     //};
 }
 private void UpdateLabelsAsync(RepeatLevelClass level)
 {
     //var options = new ParallelOptions();
     // var task = new UnityEditor.VersionControl.Task(() => { });
     // Debug.Log("Labels");
     foreach (var item in level.Answers)
     {
         StartCoroutine(YieldingUpdateLableText(item));
     }
 }
 private void SetPresentStartSprites(RepeatLevelClass level)
 {
     foreach (var item in level.Answers)
     {
         var            go         = GameObject.Find(item.Key);
         SpriteRenderer spriteRndr = go.GetComponent <SpriteRenderer>();
         spriteRndr.sprite = this.present;
         Vector3 pos = GameManegmentHelper.gameTwoPresentsStartPosition.ContainsKey(go.name) ? GameManegmentHelper.gameTwoPresentsStartPosition[go.name] : new Vector3();
         GameManegmentHelper.SetObjectPosition(go, pos);
     }
 }
    private void UpdateLabels(RepeatLevelClass level)
    {
        // Debug.Log("Labels");
        foreach (var item in level.Answers)
        {
            var go = GameObject.Find(item.Key);
            //Debug.Log(go.name);
            var sl = go.transform.Find("LableText");
            //Debug.Log(sl.name);

            var text = sl.transform.Find("Text");
            //Debug.Log(text);

            var textComponent = text.gameObject.GetComponent <Text>();
            //Debug.Log(textComponent.text);
            textComponent.text = item.Value.Key;
        }
    }