public void SelectObject(int i) { //Select object and store that it was selected also store which one was selected. //For possibly extending this later on. if (!bAnySelection) { //smth has been selected, don't let select again unless restart. bAnySelection = true; //Mark object as selected. bObjectSelected[i] = true; Debug.Log("There was a selection, selection locked"); //Checks to see if the selected object is the set as correct one. if (i == IndexOfCorrectObject) { bCorrectSlection = true; cupboardTask.CmdSetTaskSuccess(bCorrectSlection); Debug.Log("Correct Selection"); cupboardTask.ReturnMovementToPlayerOnUI(); cupboardTask.CmdSetCompleted(true); this.gameObject.SetActive(false); } else { Debug.Log("Wrong Selection"); cupboardTask.CmdSetTaskSuccess(bCorrectSlection); cupboardTask.ReturnMovementToPlayerOnUI(); cupboardTask.CmdSetCompleted(true); this.gameObject.SetActive(false); } } Debug.Log("SelectObject called but selection is locked"); }
public void RestartMinigame() { for (int a = 0; a < Tools.Length; a++) { Tools[a].GetComponent <Button>().interactable = true; } iSelectedTool = 10; bHaveTool = false; bCorrectAnswere = false; currentPorcentage = 1; baseTask.CmdSetTaskSuccess(bCorrectAnswere); }
public void FinishMinigame() { potionsTask.CmdSetTaskSuccess(bWin); this.gameObject.SetActive(false); potionsTask.CmdSetCompleted(true); potionsTask.ReturnMovementToPlayerOnUI(); }
public void StopCooling() { CoolingRate = 0.0f; buttonHeatUp.interactable = false; buttonIngredients.interactable = false; BaseTask.CmdSetTaskSuccess(CheckIfTemperatureIsCorrect()); BaseTask.ReturnMovementToPlayerOnUI(); BaseTask.CmdSetCompleted(true); this.gameObject.SetActive(false); //CheckIfTemperatureIsCorrect() }
public void StopRune(int r) { runes[r].GetComponent <Button>().interactable = false; bStopFalling[r] = true; bSelected[r] = true; indexResult++; if (indexResult == 3) { if (bSelected[0] && bSelected[2] && bSelected[4]) { baseTask.CmdSetTaskSuccess(true); baseTask.ReturnMovementToPlayerOnUI(); this.gameObject.SetActive(false); baseTask.CmdSetCompleted(true); } else { baseTask.CmdSetTaskSuccess(false); baseTask.ReturnMovementToPlayerOnUI(); this.gameObject.SetActive(false); baseTask.CmdSetCompleted(true); } } }