void Awake() { arguments = SceneArgumentsManager.GetSceneArguments(); if (arguments.ContainsKey("Countries")) { List <string> countries = (List <string>)arguments ["Countries"]; string country = countries [countries.Count - 1]; switch (country as string) { case "Agraria": video.GetComponent <RawImage> ().texture = movies [0]; video.GetComponent <AudioSource> ().clip = audios [0]; duration = movies [0].duration; break; case "Bahar": video.GetComponent <RawImage> ().texture = movies [1]; video.GetComponent <AudioSource> ().clip = audios [1]; duration = movies [1].duration; break; case "Doah": video.GetComponent <RawImage> ().texture = movies [2]; video.GetComponent <AudioSource> ().clip = audios [2]; duration = movies [2].duration; break; default: break; } } }
void Awake() { arguments = SceneArgumentsManager.GetSceneArguments(); int iteration = (int)arguments ["Iteration"]; switch (iteration) { case 1: percentageOfGlitch = 0f; break; case 2: percentageOfGlitch = 0.02f; break; case 3: percentageOfGlitch = 0.08f; break; default: break; } rawImage = GetComponent <RawImage> (); }
// Use this for initialization void Awake() { arguments = SceneArgumentsManager.GetSceneArguments(); if (arguments.ContainsKey("Iteration")) { int iteration = (int)arguments ["Iteration"]; switch (iteration) { case 1: if (sprites [0] != null) { GetComponent <Image> ().sprite = sprites [0]; } else { gameObject.SetActive(false); } break; case 2: if (sprites [1] != null) { GetComponent <Image> ().sprite = sprites [1]; } else { gameObject.SetActive(false); } break; case 3: if (sprites [2] != null) { GetComponent <Image> ().sprite = sprites [2]; } else { gameObject.SetActive(false); } break; default: break; } } }
void Awake() { argument = SceneArgumentsManager.GetSceneArguments(); List <string> countries = (List <string>)argument ["Countries"]; string country = countries [countries.Count - 1]; switch (country as string) { case "Agraria": background.GetComponent <SpriteRenderer> ().sprite = backgrounds [0]; break; case "Bahar": background.GetComponent <SpriteRenderer> ().sprite = backgrounds [1]; break; case "Doah": background.GetComponent <SpriteRenderer> ().sprite = backgrounds [2]; break; default: break; } int iteration = (int)argument ["Iteration"]; switch (iteration) { case 1: powerController.speed = 20; break; case 2: powerController.speed = 50; break; case 3: powerController.speed = 80; break; default: break; } numberOfStrikes = strikePoints.numberOfPoints; }
IEnumerator LoadVideoScene() { yield return(new WaitForSeconds(1.2f)); SceneArgumentsManager.LoadScene("Video", argument); }
public void Play() { Hashtable arguments = new Hashtable(); SceneArgumentsManager.LoadScene("Opener", arguments); }
IEnumerator LoadOfficeScene(float delay) { yield return(new WaitForSeconds(delay)); SceneArgumentsManager.LoadScene("Office", arguments); }
void Awake() { arguments = SceneArgumentsManager.GetSceneArguments(); countries = arguments.ContainsKey("Countries") ? (List <string>)arguments ["Countries"] : new List <string>(); iteration = arguments.ContainsKey("Iteration") ? (int)arguments ["Iteration"] : 0; }
void Awake() { arguments = SceneArgumentsManager.GetSceneArguments(); }
public void Resist() { SceneArgumentsManager.LoadScene("ResistanceEnding", arguments); }
public void PlayDoah() { LoadArguments("Doah"); SceneArgumentsManager.LoadScene("MiniGame", arguments); }
public void PlayBahar() { LoadArguments("Bahar"); SceneArgumentsManager.LoadScene("MiniGame", arguments); }
public void PlayAgraria() { LoadArguments("Agraria"); SceneArgumentsManager.LoadScene("MiniGame", arguments); }