public void CloseResultPopUP()
    {
        RectTransform rectTransform = resultPopUp.GetComponent <RectTransform>();

        rectTransform.anchoredPosition = new Vector2(-3000, 0);
        InfoCanvasController.DoNextTurn();
    }
 public void BattleToMain()
 {
     SceneManager.LoadScene(SceneManager.Scene.MainScene);
     ScheduleController.isBuildingRefreshTime = true;
     InfoCanvasController.DoNextTurn();
 }
    IEnumerator DoSchedule(int[] scdID)
    {
        //EventUI = GameObject.FindGameObjectWithTag("EventUI");
        EventUI.SetActive(true);
        RectTransform EventUIrectTransform = EventUI.GetComponent <RectTransform>();

        EventUIrectTransform.anchoredPosition = new Vector2(0, 0);

        //scheduleUI = GameObject.FindGameObjectWithTag("ScheduleUI");
        scheduleUI.SetActive(false);

        //learnUI = GameObject.FindGameObjectWithTag("LearnUI");
        learnUI.SetActive(false);

        int tempScheduleID;
        var WaitForEvent = new WaitForSecondsRealtime(0.75f);

        // 이벤트 시작
        tempScheduleID = scdID[0];
        EventText.text = "1주차\n" + (string)scheduleInfo[tempScheduleID]["scheduleTitle"];
        ScheduleParameterEvent(tempScheduleID);
        yield return(WaitForEvent);

        ScheduleParameterEvent(tempScheduleID);
        yield return(WaitForEvent);

        ScheduleParameterEvent(tempScheduleID);
        yield return(WaitForEvent);

        ScheduleParameterEvent(tempScheduleID);
        yield return(WaitForEvent);

        tempScheduleID = scdID[1];
        EventText.text = "2주차\n" + (string)scheduleInfo[tempScheduleID]["scheduleTitle"];
        ScheduleParameterEvent(tempScheduleID);
        yield return(WaitForEvent);

        ScheduleParameterEvent(tempScheduleID);
        yield return(WaitForEvent);

        ScheduleParameterEvent(tempScheduleID);
        yield return(WaitForEvent);

        ScheduleParameterEvent(tempScheduleID);
        yield return(WaitForEvent);

        tempScheduleID = scdID[2];
        EventText.text = "3주차\n" + (string)scheduleInfo[tempScheduleID]["scheduleTitle"];
        ScheduleParameterEvent(tempScheduleID);
        yield return(WaitForEvent);

        ScheduleParameterEvent(tempScheduleID);
        yield return(WaitForEvent);

        ScheduleParameterEvent(tempScheduleID);
        yield return(WaitForEvent);

        ScheduleParameterEvent(tempScheduleID);
        yield return(WaitForEvent);

        tempScheduleID = scdID[3];
        EventText.text = "4주차\n" + (string)scheduleInfo[tempScheduleID]["scheduleTitle"];
        ScheduleParameterEvent(tempScheduleID);
        yield return(WaitForEvent);

        ScheduleParameterEvent(tempScheduleID);
        yield return(WaitForEvent);

        ScheduleParameterEvent(tempScheduleID);
        yield return(WaitForEvent);

        ScheduleParameterEvent(tempScheduleID);
        yield return(WaitForEvent);

        scheduleUI.SetActive(true);

        EventUIrectTransform.anchoredPosition = new Vector2(-3000, 0);

        weeklySchedule[0] = 0;
        weeklySchedule[1] = 0;
        weeklySchedule[2] = 0;
        weeklySchedule[3] = 0;

        InfoCanvasController.DoNextTurn();
        ScheduleToMain();
    }
    //Use this for initialization

    void Start()
    {
        socket       = GameObject.Find("Directional light").GetComponent <DemoSocket>();
        mycamera     = GameObject.Find("HoloLensCamera");
        myCameraInfo = GameObject.Find("CameraInfo");
        label        = myCameraInfo.transform.Find("rotation").gameObject;
        myCameraInfo.SetActive(true);
        label.SetActive(true);

        backGround    = GameObject.Find("Canvas/BackgroundPanel");
        info          = GameObject.Find("InfoCanvas").GetComponent <InfoCanvasController>();
        manager       = GameObject.Find("InputManager").GetComponent <GazeManager>();
        video         = GameObject.Find("Canvas/PanelVideo");
        map           = GameObject.Find("Canvas/PanelMap");
        btns          = GameObject.Find("Canvas/PanelBtns");
        anchor        = video.transform.Find("anchor").gameObject;
        canvas        = GameObject.Find("Canvas");
        point1        = GameObject.Find("point1");
        point2        = GameObject.Find("point2");
        point3        = GameObject.Find("point3");
        point4        = GameObject.Find("point4");
        mapController = MapController.GetMapController();
        //下面4个LineRender是用来画 选框时的框的,设置其颜色,宽度。
        lineRenderer1          = point1.AddComponent <LineRenderer>();
        lineRenderer1.material = new Material(Shader.Find("Particles/Additive"));

        lineRenderer1.startColor    = c1;
        lineRenderer1.endColor      = c2;
        lineRenderer1.startWidth    = 0.01F;
        lineRenderer1.endWidth      = 0.01F;
        lineRenderer1.positionCount = 2;

        lineRenderer2               = point2.AddComponent <LineRenderer>();
        lineRenderer2.material      = new Material(Shader.Find("Particles/Additive"));
        lineRenderer2.startColor    = c1;
        lineRenderer2.endColor      = c2;
        lineRenderer2.startWidth    = 0.01F;
        lineRenderer2.endWidth      = 0.01F;
        lineRenderer2.positionCount = 2;

        lineRenderer3               = point3.AddComponent <LineRenderer>();
        lineRenderer3.material      = new Material(Shader.Find("Particles/Additive"));
        lineRenderer3.startColor    = c1;
        lineRenderer3.endColor      = c2;
        lineRenderer3.startWidth    = 0.01F;
        lineRenderer3.endWidth      = 0.01F;
        lineRenderer3.positionCount = 2;

        lineRenderer4               = point4.AddComponent <LineRenderer>();
        lineRenderer4.material      = new Material(Shader.Find("Particles/Additive"));
        lineRenderer4.startColor    = c1;
        lineRenderer4.endColor      = c2;
        lineRenderer4.startWidth    = 0.01F;
        lineRenderer4.endWidth      = 0.01F;
        lineRenderer4.positionCount = 2;

        lineRenderer1.enabled = false;
        lineRenderer2.enabled = false;
        lineRenderer3.enabled = false;
        lineRenderer4.enabled = false;
    }