public void RegisterCueSelect(GameObject frame) { // disable others if (frame.name != frame_1.name) { frame_1.SetActive(false); } if (frame.name != frame_2.name) { frame_2.SetActive(false); } if (frame.name != frame_3.name) { frame_3.SetActive(false); } if (frame.name != frame_4.name) { frame_4.SetActive(false); } // disable select cue text Select_Cue_Text.text = "How ANGRY does the cue make you feel?"; // move selected cue to bottom center frame.gameObject.transform.position = new Vector3(0f, -1.5f, 0f); // guage guage.gameObject.SetActive(true); // increment curr game phase curr_game_phase = game_phase.FEELINGS; }
public void Begin_Breath_Out() { // game phase curr_game_phase = game_phase.BREATH_OUT; // colors breath_cube_material.color = Color.blue; breath_light_game_object.gameObject.GetComponent <Light> ().color = Color.blue; // text Breath_Out_Text.gameObject.SetActive(true); Breath_In_Text.gameObject.SetActive(false); }
public void StartGame() { curr_game_phase = game_phase.BREATH_OUT; Breath_Counter_Text.gameObject.SetActive(true); cubes.gameObject.SetActive(true); portal.gameObject.SetActive(true); wind.gameObject.SetActive(true); water.gameObject.GetComponent <AudioSource> ().Play(); water_snap.TransitionTo(1f); }
public void RegisterGuageClick() { if (feelings_counter++ == 0) { Select_Cue_Text.text = "How FEARFUL does the cue \n make your character feel?"; } else { curr_game_phase = game_phase.FEELINGS; // move selected cue to better position selectedFrame.gameObject.transform.position = new Vector3(0.25f, 1.22f, 0f); StartCoroutine(FinishFeelings(0.1F)); } }
public void Begin_Breath_In() { // game phase curr_game_phase = game_phase.BREATH_IN; // colors breath_cube_material.color = Color.green; breath_light_game_object.gameObject.GetComponent <Light> ().color = Color.green; // text Breath_In_Text.gameObject.SetActive(true); Breath_Out_Text.gameObject.SetActive(false); // incr breath counter Breath_Counter_Text.text = "Breaths To Go: " + --breath_counter; if (breath_counter == 0) { RegisterGameWon(); } }
IEnumerator FinishFeelings(float waitTime) { Select_Cue_Grouper.SetActive(false); //guage.gameObject.SetActive(false); gauge2.gameObject.SetActive(false); if (first_time) { //Debug.Log ("first"); ModalPanel modalPanel = ModalPanel.Instance(); curr_game_phase = game_phase.FEELINGS; modalPanel.Start(); while (curr_game_phase != game_phase.BREATH_OUT && curr_game_phase != game_phase.BREATH_IN) { yield return(new WaitForSeconds(waitTime)); } } else { curr_game_phase = game_phase.BREATH_OUT; } StartGame(); }