void showPicture(char WH) { switch (WH) { case 'S': Text.text = "you're in next LEVEL"; Pnon.SetActive(false); Pwrong.SetActive(false); Pa.SetActive(false); Pb.SetActive(false); Pc.SetActive(false); Pd.SetActive(false); Pe.SetActive(false); Pwin.SetActive(false); Pnext.SetActive(true); Pnext1.SetActive(true); NEXTL.SetActive(false); break; case 'A': Text.text = "A" + "X " + positionX + "Y " + positionY + "Z " + positionZ; Pnon.SetActive(false); Pwrong.SetActive(false); Pa.SetActive(true); Pb.SetActive(false); Pc.SetActive(false); Pd.SetActive(false); Pe.SetActive(false); Pwin.SetActive(false); Pnext.SetActive(false); Pnext1.SetActive(false); NEXTL.SetActive(false); break; case 'B': Text.text = "B" + "X " + positionX + "Y " + positionY + "Z " + positionZ; Pnon.SetActive(false); Pwrong.SetActive(false); Pa.SetActive(false); Pb.SetActive(true); Pc.SetActive(false); Pd.SetActive(false); Pe.SetActive(false); Pwin.SetActive(false); Pnext.SetActive(false); Pnext1.SetActive(false); NEXTL.SetActive(false); break; case 'C': Text.text = "C" + "X " + positionX + "Y " + positionY + "Z " + positionZ; Pnon.SetActive(false); Pwrong.SetActive(false); Pa.SetActive(false); Pb.SetActive(false); Pc.SetActive(true); Pd.SetActive(false); Pe.SetActive(false); Pwin.SetActive(false); Pnext.SetActive(false); Pnext1.SetActive(false); NEXTL.SetActive(false); break; case 'D': Text.text = "D" + "X " + positionX + "Y " + positionY + "Z " + positionZ; Pnon.SetActive(false); Pwrong.SetActive(false); Pa.SetActive(false); Pb.SetActive(false); Pc.SetActive(false); Pd.SetActive(true); Pe.SetActive(false); Pwin.SetActive(false); Pnext.SetActive(false); Pnext1.SetActive(false); NEXTL.SetActive(false); break; case 'E': Text.text = "E" + "X " + positionX + "Y " + positionY + "Z " + positionZ; Pnon.SetActive(false); Pwrong.SetActive(false); Pa.SetActive(false); Pb.SetActive(false); Pc.SetActive(false); Pd.SetActive(false); Pe.SetActive(true); Pwin.SetActive(false); Pnext.SetActive(false); Pnext1.SetActive(false); NEXTL.SetActive(false); break; case 'N': Text.text = "NON" + "X " + positionX + "Y " + positionY + "Z " + positionZ; Pnon.SetActive(true); Pwrong.SetActive(false); Pa.SetActive(false); Pb.SetActive(false); Pc.SetActive(false); Pd.SetActive(false); Pe.SetActive(false); Pwin.SetActive(false); Pnext.SetActive(false); Pnext1.SetActive(false); NEXTL.SetActive(false); break; case 'W': Pnon.SetActive(false); Pwrong.SetActive(true); Pa.SetActive(false); Pb.SetActive(false); Pc.SetActive(false); Pd.SetActive(false); Pe.SetActive(false); Pwin.SetActive(false); Pnext.SetActive(false); Pnext1.SetActive(false); NEXTL.SetActive(false); //KKKEEP = false; break; } }
//int frameRate = 250; // Use this for initialization void Start() { // Time.captureFramerate = frameRate; Time.fixedDeltaTime = 1.0f; Pa.SetActive(false); Pb.SetActive(false); Pc.SetActive(false); Pd.SetActive(false); Pe.SetActive(false); Pwin.SetActive(false); Pnon.SetActive(true); Pwrong.SetActive(false); Pnext.SetActive(false); Pnext1.SetActive(false); NEXTL.SetActive(false); animatorhand = Hand.GetComponent <Animator>(); //print(animatorhand.GetInstanceID ()); La.SetActive(false); Ld.SetActive(false); Da.SetActive(false); Db.SetActive(false); Dc.SetActive(false); Dd.SetActive(false); De.SetActive(false); Hand.SetActive(false); whichF = 0; nowKeep = 0; showcount = 0; playercount = 0; currentlevel = 0; Last = 'F'; nowplaying = false; int temptnum; #region random System.Random randNum = new System.Random(); for (int i = 0; i < flowerlight_L0.Length;) { temptnum = randNum.Next(Min, Max); if (i == 0) { flowerlight_L0[i] = 0; i++; } else if (i == 1) { flowerlight_L0[i] = 1; i++; } else if (i == 2) { flowerlight_L0[i] = 4; i++; } } for (int i = 0; i < flowerlight_L1.Length;) { temptnum = randNum.Next(Min, Max); if (i == 0) { flowerlight_L1[i] = 0; i++; } else if (temptnum != flowerlight_L1[i - 1]) { flowerlight_L1[i] = temptnum; i++; } } for (int i = 0; i < flowerlight_L2.Length;) { temptnum = randNum.Next(Min, Max); if (i == 0) { flowerlight_L2[i] = 0; i++; } else if (temptnum != flowerlight_L2[i - 1]) { flowerlight_L2[i] = temptnum; i++; } } for (int i = 0; i < flowerlight_L3.Length;) { temptnum = randNum.Next(Min, Max); if (i == 0) { flowerlight_L3[i] = 0; i++; } else if (temptnum != flowerlight_L3[i - 1]) { flowerlight_L3[i] = temptnum; i++; } } #endregion cantouch = false; tempkeep = false; #region show WIN for (int i = 0; i < WINNUM; i++) { WIN[i].SetActive(false); } KK = false; #endregion }