public IEnumerator Check()//check if ans is correct { next.GetComponent <MeshRenderer>().enabled = true; next.GetComponent <BoxCollider2D>().enabled = true; right = options.word; imageSelect = GameObject.Find("Image").GetComponent <ImageSelect>(); imageSelect.Disable(right); Debug.Log(right); Debug.Log(currentWord); Debug.Log("above ig"); if (currentWord == right) { Debug.Log("enter if"); result.GetChild(0).GetComponent <TextMesh>().text = "Congrats"; FindObjectOfType <Score>().ScorePlus(); FindObjectOfType <WordSelect>().Remove(); } else { result.GetChild(0).GetComponent <TextMesh>().text = right; yield return(new WaitForSeconds(2)); result.GetChild(0).GetComponent <TextMesh>().text = "Try Again"; } currentWord = ""; }
/// <summary> /// Calculate number of words to fit complete instruction bytecode. /// </summary> /// <returns>Number of words in instruction bytecode.</returns> public override uint GetWordCount() { uint wordCount = 0; wordCount += IdResultType.GetWordCount(); wordCount += IdResult.GetWordCount(); wordCount += ImageSelect.GetWordCount(); wordCount += Payload.GetWordCount(); return(wordCount); }
// Start is called before the first frame update void Start() { Select(); while (prevWord == word) { Select(); } prevWord = word; string shuffled = Scrambled(word); while (shuffled == word) //scramble again if scrambled is same as original { shuffled = Scrambled(word); } for (int i = 0; i < word.Length; i++) { options.GetChild(i).GetComponent <TextMesh>().text = shuffled[i].ToString(); //display scrambled options } imageSelect = GameObject.Find("Image").GetComponent <ImageSelect>(); //display respective image of word imageSelect.Enable(word); }
/// <summary> /// Write instruction operands into bytecode stream. /// </summary> /// <param name="writer">Bytecode writer.</param> public override void WriteOperands(WordWriter writer) { ImageSelect.Write(writer); Payload.Write(writer); }