public void CreateMedicin(int symptomID) { int pos1 = 0; int pos2 = Random.Range(0, 5); int[] listProduct = SwapInts(RandomList(symptomID), pos1, pos2); for (int i = 0; i < listProduct.Length; i++) { ProductGame2 bj = Instantiate(game2Prefabs, MedicinPosition[i].localPosition, Quaternion.identity); bj.InitObject(listProduct[i]); } }
public GameObject FindTheRealOne() { GameObject[] obj = GameObject.FindGameObjectsWithTag("MedicineGameTag"); if (obj == null) return null; foreach (GameObject ob in obj) { ProductGame2 real = ob.GetComponent<ProductGame2>(); if (real.medicinID == currentDisease) { return ob; } } return null; }
// public GameObject initestalSystem; private void Update() { totalTimePlayGame2 += Time.deltaTime; GetHandState(); HideInCountdown(); if (!isHelpFirstTime) { // Debug.logger("ko zo"); timeHelpFirstTime -= Time.deltaTime; if (timeHelpFirstTime < 0) { timeHelpFirstTime = 5; isHelpFirstTime = true; GameObject ob = FindTheRealOne(); if (ob != null) { ProductGame2 dd = ob.GetComponent<ProductGame2>(); GSPlaying.Instance.ShowHandHelper(ob.transform.position, (KinectInterop.HandState)dd.handStateLeft, (KinectInterop.HandState)dd.handStateRight, 100f); } } } timePlay -= Time.deltaTime; if (!isCall) GSPlaying.Instance.ChangeTime(timePlay); if (timePlay <= 0 && !isCall) { isCountDown = true; // gs.collider canshowWarning = false; colRed[0].SetActive(false); colRed[1].SetActive(false); GSPlaying.Instance.HideWarning(); GSPlaying.Instance.ShowSymptom(0); CancelInvoke(); isCall = true; DeleteAfterChoose(); AudioManager.StopMusic(); Intestinalsystem.SetActive(false); GSPlaying.Instance.PlayCountDown(GoToNextLevel, 3); } ProductGame2 pp = GetProduct2Hand(); if (leftHandTrigger.handTrigger && rightHandTrigger.handTrigger && pp !=null) { if (obj == null) { obj = GetProduct2Hand();//leftHandTrigger.currentProduct; } else { if (obj != GetProduct2Hand()) { _isCreateHand = false; GSPlaying.Instance.DestroyHand(); obj = GetProduct2Hand(); } } } else { obj = null; } if (obj) { if (!_isCreateHand) // variable to detect the ring have create or not { if (IsHandStateCorrect(false)) { _isCreateHand = true; GSPlaying.Instance.CreateHand(obj.transform.localPosition, 98.5f, 1.5f, OnChooseFinish); _buffer = BufferTime; } } else { if (!IsHandStateCorrect(true)) { _buffer -= Time.deltaTime; if (_buffer <= 0) { _isCreateHand = false; GSPlaying.Instance.DestroyHand(); } } else { _buffer = BufferTime; } } } else { _isCreateHand = false; GSPlaying.Instance.DestroyHand(); } }