IEnumerator Complete() { complete = true; running = false; simIsParent = true; closestSeen = 0; UpdateText(); timerScript.PauseTimer(); /*foreach (CubeController item in cubeControllers) * { * Destroy(item.gameObject); * } * foreach (CubeController item in childControllers) * { * Destroy(item.gameObject); * } * cubeControllers = new List<CubeController>(); * childControllers = new List<CubeController>();*/ yield return(StartCoroutine(solutionScript.SolutionAnimation(bestSolution))); }
/* sending data * insertData.UpdateData(1,1,data.StringList[0]); * insertData.UpdateData(the level number,question number, the given answer); */ /* Creating the question * use this if you want to add a person or object who you dont need to give or give away * need.AddToListString("Sandra"); * use this to set the object en the person you need to give it to * you will not need to add the first option if you want to do this with the object * need.NeededStringList.Add("bal>Harold"); */ public void CurrentStageActive(int CurrentStageLevel) { /*Level 1 #############*/ if (CurrentStageLevel == 1) // level 1 { if (currentStage == 1) { StartCoroutine(PlayAudio(question1, 3, 1)); // play the question once after the set amount of time has passed // who to give the object to need.NeededStringList.Add("bal>Harold"); timer.PauseTimer(); // InsertData to database // name and age of the user insertData.SetData(data.nameUser, data.ageUser); } if (currentStage == 2) { checkQuestion.interactable = false; StartCoroutine(PlayAudio(question2, 1, 2)); StartCoroutine(SetTrue(question2.length)); // who to give the object to need.NeededStringList.Add("yoyo>Berry"); // InsertData to database // answers insertData.UpdateData(1, 1, data.StringList[0]); } if (currentStage == 3) { checkQuestion.interactable = false; StartCoroutine(PlayAudio(question3, 1, 3)); StartCoroutine(SetTrue(question3.length)); // who to give the object to need.NeededStringList.Add("ballon>Karin"); // InsertData to database // answers insertData.UpdateData(1, 2, data.StringList[1]); } if (currentStage == 4) { checkQuestion.interactable = false; StartCoroutine(PlayAudio(question4, 1, 4)); StartCoroutine(SetTrue(question4.length)); // who to give the object to need.NeededStringList.Add("beer>Milo"); // InsertData to database // answers insertData.UpdateData(1, 3, data.StringList[2]); } // final stage of the level if (currentStage == 5) { stageCompleted = true; nextQuestion.interactable = true; checkQuestion.interactable = false; replayAudio.interactable = false; // turn all the buttons non interactible for (int i = 0; i < toolbox.ButtonList.Count; i++) { // add the collider to the screenlist toolbox.ButtonList[i].GetComponent <Button>().interactable = false; } // InsertData to database // answers insertData.UpdateData(1, 4, data.StringList[3]); // show end score StartCoroutine(Stars(1)); } } /*Level 2 #############*/ if (CurrentStageLevel == 2) // level 2 { if (currentStage == 6) { StartCoroutine(PlayAudio(question1, 3, 6)); // play the question once after the set amount of time has passed // add needed object to list need.AddToListString("Milo"); // InsertData to database // name and age of the user insertData.SetData(data.nameUser, data.ageUser); timer.PauseTimer(); } if (currentStage == 7) { checkQuestion.interactable = false; StartCoroutine(PlayAudio(question2, 1, 7)); StartCoroutine(SetTrue(question2.length)); // add needed object to list need.AddToListString("Milo"); // InsertData to database // answers insertData.UpdateData(2, 5, data.StringList[4]); } if (currentStage == 8) { checkQuestion.interactable = false; StartCoroutine(PlayAudio(question3, 1, 8)); StartCoroutine(SetTrue(question3.length)); // add needed object to list need.AddToListString("Milo"); // InsertData to database // answers insertData.UpdateData(2, 6, data.StringList[5]); } if (currentStage == 9) { checkQuestion.interactable = false; StartCoroutine(PlayAudio(question4, 1, 9)); StartCoroutine(SetTrue(question4.length)); // add needed object to list need.AddToListString("Milo"); // InsertData to database // answers insertData.UpdateData(2, 7, data.StringList[6]); } // final stage of the level if (currentStage == 10) { stageCompleted = true; nextQuestion.interactable = true; checkQuestion.interactable = false; replayAudio.interactable = false; // turn all the buttons non interactible for (int i = 0; i < toolbox.ButtonList.Count; i++) { // add the collider to the screenlist toolbox.ButtonList[i].GetComponent <Button>().interactable = false; } // InsertData to database // answers insertData.UpdateData(2, 8, data.StringList[7]); // show end score StartCoroutine(Stars(1)); } } /*Level 3 #############*/ if (CurrentStageLevel == 3) // level 3 { if (currentStage == 11) { StartCoroutine(PlayAudio(question1, 3, 11)); // play the question once after the set amount of time has passed // add needed object to list need.AddToListString("ballon"); // who to give the object to //need.NeededStringList.Add("Yoyo>Karin"); timer.PauseTimer(); } if (currentStage == 12) { checkQuestion.interactable = false; StartCoroutine(PlayAudio(question2, 1, 12)); StartCoroutine(SetTrue(question2.length)); // add needed object to list need.AddToListString("ballon"); // InsertData to database // answers insertData.UpdateData(3, 9, data.StringList[8]); } if (currentStage == 13) { checkQuestion.interactable = false; StartCoroutine(PlayAudio(question3, 1, 13)); StartCoroutine(SetTrue(question3.length)); // add needed object to list need.AddToListString("ballon"); // InsertData to database // answers insertData.UpdateData(3, 10, data.StringList[9]); } if (currentStage == 14) { checkQuestion.interactable = false; StartCoroutine(PlayAudio(question4, 1, 14)); StartCoroutine(SetTrue(question4.length)); // add needed object to list need.AddToListString("ballon"); // InsertData to database // answers insertData.UpdateData(3, 11, data.StringList[10]); } // final stage of the level if (currentStage == 15) { stageCompleted = true; nextQuestion.interactable = true; checkQuestion.interactable = false; replayAudio.interactable = false; // turn all the buttons non interactible for (int i = 0; i < toolbox.ButtonList.Count; i++) { // add the collider to the screenlist toolbox.ButtonList[i].GetComponent <Button>().interactable = false; } // InsertData to database // answers insertData.UpdateData(3, 12, data.StringList[11]); // show end score StartCoroutine(Stars(1)); } } // set all objects inactive and play their particlesystem if (doneButtons <= toolbox.ButtonList.Count) { for (i = 0; i < toolbox.ButtonList.Count; i++) { toolbox.ButtonList[i].GetComponent <ToolBoxChoose>().SetOrigin(); doneButtons++; } } doneButtons = 0; i = 0; }