コード例 #1
0
 public void startNotMyRoulette(Task w)
 {
     w.isWaitingForTaskToComplete = true;
     waiter       = w;
     type0Vote    = false;
     NSVoted      = false;
     angSpeed     = 0.0f;
     angle        = 0.0f;
     state        = -1;
     selectedItem = -1;
     testVote     = -1;
     fader.fadeIn();
     voteText.text       = "";
     isNegativeSituation = false;
     neededVotes         = gameController.nPlayers - 1;
     emotionSpawner.stopSpawning();
     auxPanel0.SetActive(false);
     auxPanel1.SetActive(false);
     auxPanel2.SetActive(false);
     rouletteRig.gameObject.SetActive(true);
     arrowRig.gameObject.SetActive(true);
     interrogationFader.setFadeValue(0);
     helpPanelScaler.scaleOutImmediately();
     helpButtonScaler.scaleOutImmediately();
     titleFader.Start();
     testDescrText.Start();
     titleFader.reset();
     testDescrText.reset();
     for (int i = 0; i < bigIcon.Length; ++i)
     {
         bigIcon [i].reset();
         bigIcon [i].retract();
     }
     for (int i = 0; i < family1MembersAux1.Length; ++i)
     {
         family1MembersAux1 [i].setEnabled(false);
         family1MembersAux2 [i].setEnabled(false);
     }
     for (int i = 0; i < family2MembersAux1.Length; ++i)
     {
         family2MembersAux1 [i].setEnabled(false);
         family2MembersAux2 [i].setEnabled(false);
     }
     wheelSelection.reset();
     rouletteRig.extend();
     rouletteRig.gameObject.transform.rotation = Quaternion.Euler(Vector3.zero);
     arrowRig.extend();
     wheelSelection.transform.rotation = Quaternion.Euler(Vector3.zero);
 }
コード例 #2
0
 public void startType4Test(Task w)
 {
     titleFader.Start();
     titleFader.reset();
     descrFader.Start();
     descrFader.reset();
     w.isWaitingForTaskToComplete = true;
     waiter = w;
     state  = 1;
     timer  = 0.0f;
     fader.fadeIn();
 }
コード例 #3
0
 public void startType3Test(Task w)
 {
     titleFader.Start();
     titleFader.reset();
     titleText.text = rosetta.rosetta.retrieveString(textPrefix, 3);
     w.isWaitingForTaskToComplete = true;
     waiter = w;
     timer  = 0;
     state  = 1;
     timer  = 0.0f;
     fader.fadeIn();
 }
コード例 #4
0
    int subType;    // 0: solución creativa
    // 1: Equilibrio
    // 2: Tipo de respuesta


    public void startType3Test(Task w)
    {
        titleFader.Start();
        titleFader.reset();
        descrFader.Start();
        descrFader.reset();
        w.isWaitingForTaskToComplete = true;

        waiter  = w;
        timer   = 0;
        state   = 1;
        timer   = 0.0f;
        subType = Random.Range(0, 3);           // WARNING  must be random
        if (MasterController_mono.ForceTest3Subtest != -1)
        {
            subType = MasterController_mono.ForceTest3Subtest;
        }
        Debug.Log("<color=blue>Source subtype</color> : " + subType);
        subtypeText.rosetta = rosetta.rosetta;
        subtypeText.reset();
        fader.fadeIn();
    }
コード例 #5
0
    public void startType2Test(Task w, Situation s)
    {
        titleFader.Start();
        titleFader.reset();
        descrFader.Start();
        descrFader.reset();
        w.isWaitingForTaskToComplete = true;
        waiter = w;
        state  = 1;

        son1.setEnabled(false);
        daughter1.setEnabled(false);
        mother1.setEnabled(false);
        father1.setEnabled(false);
        parents1.setEnabled(false);
        siblings1.setEnabled(false);
        son2.setEnabled(false);
        daughter2.setEnabled(false);
        mother2.setEnabled(false);
        father2.setEnabled(false);
        fader.fadeIn();
        timer = 0.0f;



        // select a situation type
        //int situation = Random.Range(1, 8); // WARNING costantize!

        //while (!TestAux.isCombinationValid (gameController.currentPlayerRole, true, situation)) {
        //	situation = Random.Range (1, 8);
        //}

        changedRole = TestAux.getRoleChangeMember(gameController.currentPlayerRole, s.table);


        ((CommonTestController_mono)waiter).destFamilyMember = changedRole;
        // this 'target' role to the rest of players, from CommonController

        switch (gameController.currentPlayerRole)
        {
        case Family.son:
            son1.setEnabled(true);
            current = son1;
            break;

        case Family.father:
            father1.setEnabled(true);
            current = father1;
            break;

        case Family.daughter:
            daughter1.setEnabled(true);
            current = daughter1;
            break;

        case Family.mother:
            mother1.setEnabled(true);
            current = mother1;
            break;
        }

        if (changedRole.family == 1)
        {
            switch (changedRole.member)
            {
            case Family.son:
                son1.setEnabled(false);
                next = son1;
                break;

            case Family.father:
                father1.setEnabled(false);
                next = father1;
                break;

            case Family.daughter:
                daughter1.setEnabled(false);
                next = daughter1;
                break;

            case Family.mother:
                mother1.setEnabled(false);
                next = mother1;
                break;

            case Family.siblings:
                siblings1.setEnabled(false);
                next = siblings1;
                break;

            case Family.parents:
                parents1.setEnabled(false);
                next = parents1;
                break;
            }
        }
        else
        {
            switch (changedRole.member)
            {
            case Family.son:
                son2.setEnabled(false);
                next = son2;
                break;

            case Family.father:
                father2.setEnabled(false);
                next = father2;
                break;

            case Family.daughter:
                daughter2.setEnabled(false);
                next = daughter2;
                break;

            case Family.mother:
                mother2.setEnabled(false);
                next = mother2;
                break;
            }
        }

        current.setMood(Mood.neutral);
        next.setMood(Mood.sad);

        ((CommonTestController_mono)waiter).destFamilyMember.mood = Mood.sad;
        //waiter.iReturnValue = MoodInteger.enumToInt (Mood.sad); // override situation mood
        // parent (commonController) iReturnValue holds MOOD
    }