void BackTask() { Debug.Log("Back clicked"); if (TutorialScript.IsTutorialEnabled()) { currentPhase = UI_Phase.SolarSystem; planetInfoScreen.style.display = DisplayStyle.None; var planetName = backButtonScreen.Q <Label>("name-label"); planetName.style.display = DisplayStyle.None; loadGameScene.UnloadScene(); planetIsDoneText.SetActive(false); //foreach (GameObject infoPanel in planetInfoPanels) //{ // infoPanel.SetActive(false); //} //solveButton.SetActive(false); } switch (currentPhase) { case UI_Phase.SolarSystem: backButtonScreen.style.display = DisplayStyle.None; mainMenuScreen.style.display = DisplayStyle.Flex; currentPhase = UI_Phase.MainMenu; StartCoroutine(_WaitForCameraMenuPhase()); ////btmButton.SetActive(false); //solarSystem.EnableSolarSystemPhase(false); mainCamera.GoMenu(); tutorial.DisableTutorial(); loadGameScene.StopWaitingForPlanetClick(); break; case UI_Phase.PlanetInfo: mainCamera.GoFree(); loadGameScene.StartWaitingForPlanetClick(); currentPhase = UI_Phase.SolarSystem; planetInfoScreen.style.display = DisplayStyle.None; planetIsDoneText.SetActive(false); //foreach (GameObject infoPanel in planetInfoPanels) //{ // infoPanel.SetActive(false); //} //solveButton.SetActive(false); break; case UI_Phase.Puzzle: //pauseMenuCanvas.SetActive(true); //dificultySwitcherScript.nextButton.GetComponent<Button>().interactable = false; //dificultySwitcherScript.prevButton.GetComponent<Button>().interactable = false; pauseScreen.style.display = DisplayStyle.Flex; backButtonScreen.style.display = DisplayStyle.None; currentPhase = UI_Phase.Pause; Time.timeScale = 0; isOnPause = true; //pauseMenuBG.SetActive(true); break; case UI_Phase.Settings: StartCoroutine(_WaitForCameraMenuPhase()); //settingsSwitcher.ResetSwitchers(); //btmButton.SetActive(false); //settingsMenu.SetActive(false); mainCamera.GoMenu(); break; case UI_Phase.Pause: Time.timeScale = 1; currentPhase = UI_Phase.Puzzle; pauseScreen.style.display = DisplayStyle.None; backButtonScreen.style.display = DisplayStyle.Flex; //dificultySwitcherScript.nextButton.GetComponent<Button>().interactable = true; //dificultySwitcherScript.prevButton.GetComponent<Button>().interactable = true; //pauseMenuBG.SetActive(false); //pauseMenuCanvas.SetActive(false); isOnPause = false; break; case UI_Phase.PauseSettings: currentPhase = UI_Phase.Pause; //settingsMenu.SetActive(false); //pauseMenuCanvas.SetActive(true); break; } }
void BackTask() { Debug.Log("Back clicked"); if (TutorialScript.IsTutorialEnabled()) { currentPhase = UI_Phase.SolarSystem; foreach (GameObject infoPanel in planetInfoPanels) { infoPanel.SetActive(false); } solveButton.SetActive(false); } switch (currentPhase) { case UI_Phase.SolarSystem: StartCoroutine(_WaitForCameraMenuPhase()); btmButton.SetActive(false); solarSystem.EnableSolarSystemPhase(false); mainCamera.GoMenu(); tutorial.DisableTutorial(); loadGameScene.StopWaitingForPlanetClick(); break; case UI_Phase.PlanetInfo: mainCamera.GoFree(); loadGameScene.StartWaitingForPlanetClick(); currentPhase = UI_Phase.SolarSystem; foreach (GameObject infoPanel in planetInfoPanels) { infoPanel.SetActive(false); } solveButton.SetActive(false); planetIsDoneText.SetActive(false); break; case UI_Phase.Puzzle: //settingsMenu.SetActive(true); pauseMenuCanvas.SetActive(true); dificultySwitcherScript.nextButton.GetComponent <Button>().interactable = false; dificultySwitcherScript.prevButton.GetComponent <Button>().interactable = false; currentPhase = UI_Phase.Pause; Time.timeScale = 0; isOnPause = true; tutorialCompleteText.SetActive(false); pauseMenuBG.SetActive(true); break; case UI_Phase.Settings: StartCoroutine(_WaitForCameraMenuPhase()); settingsSwitcher.ResetSwitchers(); btmButton.SetActive(false); settingsMenu.SetActive(false); mainCamera.GoMenu(); break; case UI_Phase.Pause: Time.timeScale = 1; //mainCamera.EnablePuzzleLock(false); currentPhase = UI_Phase.Puzzle; //StartCoroutine(_WaitForCameraLock(lastActiveInfoPanel)); //solveButton.SetActive(true); dificultySwitcherScript.nextButton.GetComponent <Button>().interactable = true; dificultySwitcherScript.prevButton.GetComponent <Button>().interactable = true; pauseMenuBG.SetActive(false); //settingsMenu.SetActive(false); pauseMenuCanvas.SetActive(false); isOnPause = false; break; case UI_Phase.PauseSettings: currentPhase = UI_Phase.Pause; settingsMenu.SetActive(false); pauseMenuCanvas.SetActive(true); break; } }