// in order for this to work we need an EventSystem component void SetParticipantCondition() { ps.SetCondition(int.Parse(cubeset.text), int.Parse(arrangement.text)).BuildParticipantFromCondition(); if (ps.GetParticipant() > 0) { Debug.Log("condition " + ps.GetCondition() + " for " + ps.GetParticipant()); SceneManager.LoadScene(NextScene, LoadSceneMode.Single); } }
// in order for this to work we need an EventSystem component void SetParticipantCondition() { ps.SetCondition(int.Parse(cubeset.text), int.Parse(arrangement.text)).BuildParticipantFromCondition(); if (ps.GetParticipant() > 0) { menu.SetActive(false); controInfo.SetActive(true); Debug.Log("condition " + ps.GetCondition() + " for " + ps.GetParticipant()); } }