// Use this for initialization IEnumerator Start() { uiDisplay = gameObject.GetComponent <UIDisplay> (); getPage(); uiDisplay.getCountData(catName, (int count) => { if (count > 0) { //StartCoroutine (delayAddPage ()); GetComponent <Animation> ().Play("openBook"); if (count == 1) { StartCoroutine(uiDisplay.LoadBookData(bookLeftImg, bookLeftText, curPageNumber, catName, true)); } else if (count >= 2) { StartCoroutine(uiDisplay.LoadBookData(bookLeftImg, bookLeftText, curPageNumber, catName, true)); StartCoroutine(uiDisplay.LoadBookData(pageLeftImg, pageLeftText, nextPageNumber, catName, false)); } } else { bookActive.SetActive(true); StartCoroutine(delayAddPage()); } }); yield return(new WaitForSeconds(3f)); bookActive.SetActive(false); animationAvailable = true; }
IEnumerator callLoadBookdataNextPage() { Debug.Log("curPageNumber next:: " + curPageNumber); Debug.Log("nextPageNumber next:: " + nextPageNumber); yield return(uiDisplay.LoadBookData(pageRightImg, pageRightText, curPageNumber, catName, true)); yield return(uiDisplay.LoadBookData(bookRightImg, bookRightText, nextPageNumber, catName, false)); yield return(new WaitForSeconds(1.5f)); yield return(uiDisplay.LoadBookData(bookLeftImg, bookLeftText, curPageNumber, catName, true)); yield return(uiDisplay.LoadBookData(pageLeftImg, pageLeftText, nextPageNumber, catName, false)); }