private IEnumerator SetButtons(QuizHolder choices) { //Vira as opções no lado certo if (DialogueReader.Instance.GetIsPlayerForQuiz()) { _npcAnimator.Play("npcAvatar_exit"); yield return(new WaitForSeconds(0.5f)); _npcAnimator.gameObject.SetActive(false); _buttonScale.localScale = new Vector3(1.0f, 1.0f, 1.0f); for (int i = 0; i < _scrollRectsScale.Length; i++) { _scrollRectsScale[i].localScale = new Vector3(1.0f, 1.0f, 1.0f); } } else { _playerAnimator.Play("playerAvatar_exit"); yield return(new WaitForSeconds(0.5f)); _playerAnimator.gameObject.SetActive(false); _buttonScale.localScale = new Vector3(-1.0f, 1.0f, 1.0f); for (int i = 0; i < _scrollRectsScale.Length; i++) { _scrollRectsScale[i].localScale = new Vector3(-1.0f, 1.0f, 1.0f); } } //Aguarda animação do título entrando yield return(new WaitForSeconds(0.5f)); _actions = new UnityEvent[choices.Choices.Length]; for (int i = 0; i < choices.Choices.Length; i++) { //Inicia o botão _buttons[i].SetActive(true); //Atribui a função ao botão _actions[i] = choices.Choices[i].Actions; //Pega o texto do botão _buttonsText[i].text = choices.Choices[i].ChoiceText; yield return(new WaitForSeconds(0.3f)); } }
public void FillData(QuizHolder choices) { StartCoroutine(SetButtons(choices)); }