//changes which of the canvases is visable private void ChangeVisableCanvas() { //if Reading is the active canvas if (listno == 0) { Q1.GetComponent <Canvas>().enabled = true; Q2.GetComponent <Canvas>().enabled = false; Q3.GetComponent <Canvas>().enabled = false; } //if Q1 is the active canvas if (listno == 1) { Q1.GetComponent <Canvas>().enabled = false; Q2.GetComponent <Canvas>().enabled = true; Q3.GetComponent <Canvas>().enabled = false; } //if Q2 is the active canvas if (listno == 2) { Q1.GetComponent <Canvas>().enabled = false; Q2.GetComponent <Canvas>().enabled = false; Q3.GetComponent <Canvas>().enabled = true; } }
IEnumerator Q3_Animation() { int temp = 0; while (temp < Q3_Ani.Length) { yield return(new WaitForSeconds(0.05f)); Q3.GetComponent <Image>().sprite = Q3_Ani[temp++]; } }
// Update is called once per frame void Update() { if (Quest.Q <= 2) { Q1.GetComponent <Image>().sprite = Sel; } else if (Quest.Q <= 5) { Q1.GetComponent <Image>().sprite = NotSel; Q2.GetComponent <Image>().sprite = Sel; } else { Q2.GetComponent <Image>().sprite = NotSel; Q3.GetComponent <Image>().sprite = Sel; } }
// Update is called once per frame void Update() { if (Quest.Q <= 2) { Q1.GetComponent <Image>().sprite = Sel_Q1; } else if (Quest.Q > 2 && Quest.Q <= 5) { Q2.GetComponent <Image>().sprite = Sel_Q2; } else if (Quest.Q > 5 && Quest.Q <= 7) { Q3.GetComponent <Image>().sprite = Sel_Q3; } if (QuestObj.active) { if (clear_Q1) { StartCoroutine(Q1_Animation()); clear_Q1 = false; } if (clear_Q2) { StartCoroutine(Q2_Animation()); clear_Q2 = false; } if (clear_Q3) { StartCoroutine(Q3_Animation()); clear_Q3 = false; } } }