public void loginAttempt() { if (username.text != "" && password.text != "") { StartCoroutine(BackendHook.login(username.text, passwordInputfield.text)); } }
IEnumerator Start() { // saves the images to the questoins and answers // Move to moduleselect // have stack that incriments whenever a new corutine is called and decrements when one is complete, wait til it is at 0 if (pictureMode) { foreach (KeyValuePair <int, answer> entry in CollectionManager.answerCollection) { StartCoroutine(BackendHook.downloadImg(entry.Value.getImageLocation(), false, entry.Key)); } } CollectionManager.createCardCollection(); // Creates the answer and question decks from the collection DeckManager.createAnswerDeckFromCollection(); DeckManager.createQuestionDeckFromCollection(); DeckManager.shuffle("answer"); // Spawn the question nodes. Having trouble moving that from its own start function to here // Spawn the hand nodes. Same as above. //HandPhysicsManager.init(); //HandPhysicsManager.createNodes(HandPhysicsManager.maxNodes); questionCount = CollectionManager.questionCollection.Count; answerCount = CollectionManager.answerCollection.Count; return(null); }
void Update() { if (Input.GetKeyDown(KeyCode.Tab)) { if (fields.Count <= _fieldIndexer) { _fieldIndexer = 0; } fields[_fieldIndexer].Select(); _fieldIndexer++; } if (Input.GetKeyDown(KeyCode.Return)) { loginAttempt(); } if (BackendHook.loginTokenString != null) { if (BackendHook.loginTokenString.Contains("User Not Found") || BackendHook.loginTokenString.Contains("Incorrect")) { badLoginShown = true; } else if (!pingModulesOnce) { Debug.Log("*hacker voice* I'm in"); StartCoroutine(BackendHook.avalibleModules()); pingModulesOnce = true; } } if (badLoginShown == true) { badLoginText.SetActive(true); } if (!getModLengths && BackendHook.modulesFound) { foreach (KeyValuePair <string, int> m in BackendHook.avalibleModulesDic) { StartCoroutine(BackendHook.getModuleQuestionCount(m.Value)); StartCoroutine(BackendHook.getModuleHighScore(m.Value)); } getModLengths = true; } // Don't hate me please if (getModLengths) { if (runninggetModuleInfo.Count == 0) { SceneManager.LoadScene("ModuleSelect"); } } }
public void startGame() { if (currentModuleID != -1) { GameManager.timeBwtweenQuestions = float.Parse(questionTimerArea.text); StartCoroutine(BackendHook.startSession(currentModuleID)); Debug.Log("STARTING GAME"); BackendHook.modulesFound = false; GameManager.endlessMode = endless; GameManager.pictureMode = pictureMode; GameManager.currentModule = CollectionManager.moduleCollection[currentModuleID]; StartCoroutine(BackendHook.getModule(currentModuleID)); } }
void Start() { questionTimerArea.text = "5"; currentModuleID = -1; BackendHook.highScores.Clear(); endless = false; pictureMode = false; foreach (KeyValuePair <string, int> m in BackendHook.avalibleModulesDic) { StartCoroutine(BackendHook.getModuleHighScore(m.Value)); } }
void OnMouseUp() { priorityView = false; HandPhysicsManager.cardIsGrabbed = false; if (distanceFromClosestQuestionDropArea() < 5) { nodeNav = "question"; answer answerOnCard = this.GetComponent <AnswerObject>().answer; question questionOnNode = closestQuestionDropAreaObject().GetComponent <QuestionObject>().question; // If the card dropped corectly answers the question: if (QnAManager.answerQuestion(closestQuestionDropArea(), this.GetComponent <AnswerObject>().answerID)) { QnAManager.attemptedAnswers.Add(new attemptedAnswer(true, questionOnNode, answerOnCard)); // Adds the correct answer to the list of attempted answers //HandPhysicsManager.moveAllCardsLeftBetween(currentHandNode, HandPhysicsManager.handNodeGOs.Length); // Fix the card positions, removed since it auto draws after a ques is answerd // Set the nav of tjhis card so it moves towards the center of the quesiton node gameObject.tag = "Untagged"; // Change the tag of this card so it is not picked up by findCards() DeckManager.answerGraveyard.Add(this.GetComponent <AnswerObject>().answer); QuestionDropsManager.deleteQuestionDropArea(closestQuestionDropArea()); // Delete the quesiton node and move question nodes under the deleted node up 1 QuestionDropsManager.findQuestionDropAreas(); // Refind QDAs HandPhysicsManager.findCards(); // Refind cards HandPhysicsManager.drawBool = true; HandPhysicsManager.moveAllCardsLeftBetween(currentHandNode, HandPhysicsManager.currentPresentNodeCount); // Moves correct cards to the left as there will soon be one lest card and node GameManager.currentModule.addCorrect(); // Increments the player data for number of correct answers answered StartCoroutine(BackendHook.sendQuestionInfo(questionOnNode.getQuestionID(), answerOnCard.getAnswerID(), true)); // Reports to the backend that a question was answered right QnAManager.currentAnswers.Remove(answerOnCard); QnAManager.currentQuestions.Remove(questionOnNode); Destroy(gameObject); } else { closestQuestionDropAreaObject().GetComponent <QuestionObject>().redTimer = .5f; QnAManager.attemptedAnswers.Add(new attemptedAnswer(false, questionOnNode, answerOnCard)); StartCoroutine(BackendHook.sendQuestionInfo(questionOnNode.getQuestionID(), answerOnCard.getAnswerID(), false)); GameManager.currentModule.addWrong(); nodeNav = "hand"; } } movingCards = false; setPosition(currentHandNode); }
void OnEnable() { StartCoroutine(BackendHook.endSession(QnAManager.points)); }
public void exitGame() { StartCoroutine(BackendHook.endSession(QnAManager.points)); Application.Quit(); }
public void returnMenu() { StartCoroutine(BackendHook.endSession(QnAManager.points)); GameManager.resetStats(); SceneManager.LoadScene("ModuleSelect"); }