public void EndGames() { for (int i = 0; i < m_arrGameOrder.Length; ++i) { GameObject refGameObject = m_arrMinigameObjects[i]; refGameObject.SetActive(false); IMinigame component = refGameObject.GetComponent <IMinigame>(); if (component != null) { component.Reset(); } } }
// Use this for initialization public void Reset() { m_iArrayProgress = 0; for (int i = 0; i < m_arrGameOrder.Length; ++i) { GameObject refGameObject = m_arrMinigameObjects[i]; refGameObject.SetActive(false); IMinigame component = refGameObject.GetComponent <IMinigame>(); if (component != null) { component.Reset(); } } m_gCurrentGame = m_arrMinigameObjects[m_iArrayProgress]; m_gCurrentGame.SetActive(true); m_cCurrentComponent = m_gCurrentGame.GetComponent <IMinigame>(); }
private void Progress() { if (m_iArrayProgress + 1 < m_arrGameOrder.Length) { m_gCurrentGame.SetActive(false); m_iArrayProgress += 1; m_gCurrentGame = m_arrMinigameObjects[m_iArrayProgress]; m_gCurrentGame.SetActive(true); m_cCurrentComponent = m_gCurrentGame.GetComponent <IMinigame>(); m_cCurrentComponent.Reset(); } else { Debug.Log("Progress Bar"); Game.game.gamePage.progressBarComponent.ProgressPlayerNext(); Reset(); } m_bSkipCheck = false; }