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); }
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(); }
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(); }
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(); }
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 }