Пример #1
0
 // Update is called once per frame
 void Update()
 {
     if (!resourcesLoaded && extRes.AreResourcesReady())
     {
         Debug.Log("Load memory time" + (Time.realtimeSinceStartup - startTime).ToString());
         resourcesLoaded         = true;
         goButton.interactable   = true;
         restartBtn.interactable = true;
         gameData.GetNewOrdering();
     }
 }
Пример #2
0
    // Update is called once per frame
    void Update()
    {
        if (activityChosen == (int)MainLogging.ActivityType.Memory)
        {
            logInfo.LogStartActivity(mainLog.ActivityNames[(int)MainLogging.ActivityType.Memory]);
            mainLog.UpdateLanguageAndActivity();
            UnityEngine.SceneManagement.SceneManager.LoadScene("ProgressMenu");

            /*
             * if (extRes.AreResourcesReady())
             * {
             *
             *  logInfo.LogStartActivity(mainLog.ActivityNames[(int)MainLogging.ActivityType.Memory]);
             *  mainLog.UpdateLanguageAndActivity();
             *  Debug.Log("Load memory time" + (Time.realtimeSinceStartup - startTime).ToString());
             *  UnityEngine.SceneManagement.SceneManager.LoadScene("ProgressMenu");
             * }*/
        }
        else if (activityChosen == (int)MainLogging.ActivityType.Repetition)
        {
            if (extRes.AreResourcesReady())
            {
                logInfo.LogStartActivity(mainLog.ActivityNames[(int)MainLogging.ActivityType.Repetition]);
                mainLog.UpdateLanguageAndActivity();
                UnityEngine.SceneManagement.SceneManager.LoadScene("WordRep");
            }
        }
        else if (activityChosen == (int)MainLogging.ActivityType.Story)
        {
            if (extRes.AreStoryResourcesReady())
            {
                Debug.Log("Load Story time" + (Time.realtimeSinceStartup - startTime).ToString());
                logInfo.LogStartActivity(mainLog.ActivityNames[(int)MainLogging.ActivityType.Story]);
                mainLog.UpdateLanguageAndActivity();
                UnityEngine.SceneManagement.SceneManager.LoadScene("Story_scene");
            }
        }
    }