private IEnumerator ShowObjectsWithPossessives() { SplitObjects(); //Get the audio context AudioContext3 audioContext = (AudioContext3)sceneManager.AudioContext; //Spawn VA_Male and half of the objects GameObject male = possessivesManager.ActivateObject("Male", Positions.MalePosition); //Set the AudioContext possessive audioContext.Possessive = Possessives.His; //Show objects and wait for the spawn to finish yield return(StartCoroutine(ShowObjectsWithContext(maleObjects))); sceneManager.DeactivateObject(male.gameObject.name); //Do the same for the female GameObject female = possessivesManager.ActivateObject("Female", Positions.FemalePosition); audioContext.Possessive = Possessives.Her; yield return(StartCoroutine(ShowObjectsWithContext(femaleObjects))); possessivesManager.DeactivateObject(female.gameObject.name); //Set the list of target fruits into the PossessivesManager possessivesManager.SetMaleObjects(maleObjects); possessivesManager.SetFemaleObjects(femaleObjects); //End the learning phase TriggerEvent(Triggers.LearningPhaseEnd); }
protected override void AddOrUpdate(AudioContext3 context) { context.parameters.primary.type = typeof(TEnumPrimary); context.parameters.secondary.type = typeof(TEnumSecondary); context.parameters.tertiary.type = typeof(TEnumTertiary); index.AddOrUpdate( (TEnumPrimary)(object)context.parameters.primary.value, (TEnumSecondary)(object)context.parameters.secondary.value, (TEnumTertiary)(object)context.parameters.tertiary.value, context ); }
protected override void CheckingPhase() { audioContext = (AudioContext3)sceneManager.AudioContext; possessivesManager = (PossessivesManager)sceneManager; SetTargetObjects(); //Create the baskets and attach to them the script CreatePeopleAndBaskets(); //Start listening to the guided Harvesting EventManager.StartListening(EventManager.Triggers.PickedFruit, TriggerHarvesting); maleTotal = maleObjects.Count; femaleTotal = femaleObjects.Count; StartCoroutine(IntroductionAndHarvesting()); }
//Set the audio context to scene 3 public override void SetAudioContext() { AudioContext = new AudioContext3(); }
protected override void LearningPhase() { audioContext = (AudioContext3)sceneManager.AudioContext; possessivesManager = (PossessivesManager)sceneManager; StartCoroutine(SceneIntroduction()); }