// Update is called once per frame void Update() { if (previousScore == Score) { return; } score.text = FarsiTextUtil.FixText(Score + " امتیاز "); }
/// <summary> /// Update score text while the player zigs and zags /// </summary> void Update() { if (statType != StatType.Score) { StartCoroutine(nameof(WaitToDisplay)); } else { txt.text = FarsiTextUtil.FixText(ProgressManager._score + " امتیاز "); } }
/// <summary> /// Wait to fill in any text until the player data has been loaded /// </summary> IEnumerator WaitToDisplay() { while (DataStorage.LOADING_USER) { yield return(null); } #if UNITY_WEBGL #elif !UNITY_WEBGL switch (statType) { case StatType.HighScore: txt.text = FarsiTextUtil.FixText("بیشترین امتیاز : " + ProgressManager.HighScore); break; case StatType.Attempts: txt.text = FarsiTextUtil.FixText("تعداد بازی : " + ProgressManager.Attempts); break; case StatType.Score: txt.text = FarsiTextUtil.FixText("امتیاز : " + ProgressManager.Score); break; case StatType.About: txt.text = FarsiTextUtil.FixText( "بازی زیگزاگ \n قدرت گرفته از "); break; case StatType.Start: txt.text = FarsiTextUtil.FixText("شروع بازی"); break; case StatType.Continue: txt.text = FarsiTextUtil.FixText("دوباره"); break; case StatType.GameName: txt.text = FarsiTextUtil.FixText("زیگزاگ"); break; case StatType.GameDescription: txt.text = FarsiTextUtil.FixText("قدرت گرفته از"); break; default: throw new ArgumentOutOfRangeException(); } #endif }
private void Start() { Text = GetComponent <Text>(); switch (Type) { case TextType.Restart: Text.text = FarsiTextUtil.FixText("دوباره"); break; case TextType.Play: Text.text = FarsiTextUtil.FixText("شروع"); break; case TextType.Achievement: Text.text = FarsiTextUtil.FixText("دستاورد ها"); break; case TextType.LeaderBoard: Text.text = FarsiTextUtil.FixText("لیست های مقایسه ای"); break; case TextType.Survey: Text.text = FarsiTextUtil.FixText("نظر سنجی"); break; case TextType.GameOver: Text.text = FarsiTextUtil.FixText("باختی!!"); break; case TextType.Des: Text.text = FarsiTextUtil.FixText("پرنده جهنده"); break; default: break; } }