public void HideColorWheel() { colorWheel.HideColorWheel(); }
// The things below are just for the debug, to give text feedback to the user // TODO: replace with actual logic and animations public void AddedFruitToTheBasket(FruitColor id) { // -- Count down the fruit amount -- fruitCount -= 1; int fruitCountIterator = GetSpecificFruitIndex(id); // --- Decrease added fruit --- if (fruitCountIterator > -1) { specificFruitCount[fruitCountIterator]--; if (specificFruitCount[fruitCountIterator] == 0) { if (fruitCount > 0) { DiceController.StartBlinking(0.0f); } } } if (OnFruitIsAddedToTheBasket != null) { OnFruitIsAddedToTheBasket(id); InputManager.UnblockInput(); } print(id.ToString() + " in the basket"); print("Fruits remaining: " + fruitCount); // -- Finish the Game -- if (fruitCount == 0) { // --- Debug Stuff --- DisablePointerAtColorWheelHint(); DisablePointerFingerSwipeAnimation(); // Disable Dice DiceController.HideColorWheel(); DiceController.Enable(false); DiceController.AllowToRoll(false); uiController.EnableDiceButton(false); // Debug InputManager.BlockInput(); InputManager.BlockDiceRole(); // Win Game Raven.transform.rotation = Quaternion.AngleAxis(180, Vector3.up); Raven.RavenLoss(WinTheGame); uiController.backButton.gameObject.SetActive(false); } else { // --- Normal GAME --- // Allow Only One fruit colourID = FruitColor.None; DiceController.StartBlinking(0.0f); DiceController.AllowToRoll(true); DiceController.Enable(true); uiController.diceButton.enabled = true; InputManager.UnblockDiceRole(); InputManager.blockGrabing = true; DiceController.UnHightLightSelected(); if (!tutorial) { //showPointerAtColorWheelTutorial = true; //StartCoroutine(DoFunctionWithDelay(ShowPointerAtColorWheel, 5.0f)); } } }