public void activation() { QnsCall(); ReadEntries(); LogGameItems(); //Player two's turn if (x1 == false) { O1.GetComponent <CanvasGroup> ().blocksRaycasts = true; O1.SetActive(false); O2.GetComponent <CanvasGroup> ().blocksRaycasts = true; O2.SetActive(false); O3.GetComponent <CanvasGroup> ().blocksRaycasts = true; O3.SetActive(false); O4.GetComponent <CanvasGroup> ().blocksRaycasts = true; O4.SetActive(false); T1.SetActive(false); HideOptBox1(); P1.SetActive(true); P2.SetActive(true); P3.SetActive(true); P4.SetActive(true); T2.SetActive(true); ShowOptBox2(); tr2.resetClock2(); optionTxt2(); x1 = true; } //Player one's turn else { P1.GetComponent <CanvasGroup> ().blocksRaycasts = true; P1.SetActive(false); P2.GetComponent <CanvasGroup> ().blocksRaycasts = true; P2.SetActive(false); P3.GetComponent <CanvasGroup> ().blocksRaycasts = true; P3.SetActive(false); P4.GetComponent <CanvasGroup> ().blocksRaycasts = true; P4.SetActive(false); T2.SetActive(false); HideOptBox2(); O1.SetActive(true); O2.SetActive(true); O3.SetActive(true); O4.SetActive(true); T1.SetActive(true); ShowOptBox1(); tr1.resetClock1(); optionTxt1(); x1 = false; } }
void Start() { N = 1; T1.SetActive(true); T2.SetActive(false); T3.SetActive(false); T4.SetActive(false); }
public void Reset() { T1.GetComponent <UIButton> ().isEnabled = false; // T2.GetComponent<UIButton> ().isEnabled = true; // T11.GetComponent<UIButton> ().isEnabled = false; // T22.GetComponent<UIButton> ().isEnabled = true; T1.SetActive(true); T2.SetActive(false); }
// Update is called once per frame void Update() { if (Playerloss.BonusActive) { T1.SetActive(false); T2.SetActive(false); } if (!Playerloss.BonusActive) { T1.SetActive(true); T2.SetActive(true); } }
void Start() { GameObject mc = GameObject.Find("MusicManager"); Destroy(mc); randQns(); QnsCall(); ReadEntries(); LogGameItems(); optionTxt1(); HideOptBox2(); T2.SetActive(false); x1 = false; }
// Use this for initialization void Start() { currentLvl = GameObject.FindGameObjectWithTag("Lvl").GetComponent <CurrentLevel>().lvl; if (currentLvl == 0) { T1.SetActive(true); } else if (currentLvl == 1) { T2.SetActive(true); } else if (currentLvl == 2) { T3.SetActive(true); } tiles = Tiles.GetComponent <Tiles>(); GenerateLevel(); tiles.LevelIsGenerated(); }
// Update is called once per frame void Update() { if (N > 4) { N = 1; } if (N == 1) { T1.SetActive(true); T2.SetActive(false); T3.SetActive(false); T4.SetActive(false); } else if (N == 2) { T1.SetActive(false); T2.SetActive(true); T3.SetActive(false); T4.SetActive(false); } else if (N == 3) { T1.SetActive(false); T2.SetActive(false); T3.SetActive(true); T4.SetActive(false); } else if (N == 4) { T1.SetActive(false); T2.SetActive(false); T3.SetActive(false); T4.SetActive(true); } }
void Start() { Playerloss = FindObjectOfType <ThePlayerLoss>(); T1.SetActive(true); T2.SetActive(true); }