public void OnDialogPopUpCallBack(string buttonIndex) { int index = System.Convert.ToInt16(buttonIndex); switch (index) { case 0: AndroidNative.RedirectToWebPage(urlString); RaiseOnOnDialogPopupComplete(MessageState.YES); if (PlayerPrefs.GetString("choice") == "classes") { CreatePopup.PressedYes(); } else if (PlayerPrefs.GetString("choice") == "timer") { SceneManager.LoadScene("RelaxMode"); CreateNotification.Notification("Break Time's up!", "Let's get back to studying", PlayerPrefs.GetInt("breakTime")); } break; case 1: RaiseOnOnDialogPopupComplete(MessageState.NO); break; } Destroy(gameObject); }
public void STARTDATIMER() { PlayerPrefs.SetInt("paused", 0); ResetClock(); StartCoroutine(TIMER()); CreateNotification.Notification("Time's up!", "Try taking a break!", timer); resetButton.interactable = true; studyButton.interactable = false; pauseButton.interactable = true; resumeButton.interactable = false; PlayerPrefs.SetInt("notificationCounter", 0); }
public void SetTimer() { // bring the user to a break pae when the timer is over, if he chooses to do so CreateNotification.Notification("Break time is over!", "Let's go back to studying", PlayerPrefs.GetInt("breakTime")); }
//This method is called as soon as the user clicks to enter break mode. It takes the time that they have set for break time and counts down that time. public void CreateBreakModeNotification() { CreateNotification.Notification("Break Time's Up!", "Let's get back to studying!", PlayerPrefs.GetInt("breakTime")); }