// Update is called once per frame void Update() { timeRemaining -= Time.deltaTime; UpdateTimeRemainingDisplay(); if (timeRemaining <= 0f) { if (learningQueue.Count > 0) { if (learningQueue.Count == 1) { UnityEngine.Debug.Log("A Learning Phase Ended at " + DateTime.Now.ToString("h:mm:ss tt")); Thread endALearningPhaseThread = new Thread(new ThreadStart(EndALearningPhase)); endALearningPhaseThread.Start(); } UnityEngine.Debug.Log("learningQueue.Count = " + learningQueue.Count.ToString()); ColorToLearnData colorToLearnData = (ColorToLearnData)learningQueue[0]; learningQueue.RemoveAt(0); timeRemaining = colorToLearnData.timeToLearn; UpdateScreenForNewColor(colorToLearnData); } else { //blackFader.FadeToScreen("Questioning"); UnityEngine.Debug.Log("Game Ended at " + DateTime.Now.ToString("h:mm:ss tt")); dataController.setLearning(false); SceneManager.LoadScene("Questioning"); } } }
private void UpdateScreenForNewColor(ColorToLearnData LearningData) { colorName.text = LearningData.colorName; Color32 backgroundColor = new Color32( LearningData.colorRGB[0], LearningData.colorRGB[1], LearningData.colorRGB[2], OBAQUE_VALUE); GameObject.Find("ColorPanel").GetComponent <RawImage>().color = backgroundColor; }