public void Initialise(JourneyPosition _journeyPosition, PlaySessionState _playSessionState) { journeyPosition = _journeyPosition; playSessionState = _playSessionState; HandleJourneyPosition(journeyPosition); HandlePlaySessionState(playSessionState); // @note: we do not show the JourneyPos text now journeyPosTextUI.gameObject.SetActive(false); if (journeyPosition.IsAssessment() || journeyPosition.IsEndGame()) { starsPivotGO.SetActive(false); } }
public void Initialise(int _pinIndex, JourneyPosition _journeyPosition) { pinIndex = _pinIndex; journeyPosition = _journeyPosition; name = "Pin_" + _journeyPosition; // Road sign when a new LB starts var prevJP = AppManager.I.JourneyHelper.FindPreviousJourneyPosition(journeyPosition); roadSignGO.SetActive(prevJP == null || prevJP.LearningBlock != journeyPosition.LearningBlock); roadSignTextUI.SetText(journeyPosition.ToDisplayedString(false)); // Choosing the correct PIN based on the journey position pinV1.gameObject.SetActive(false); pinV2.gameObject.SetActive(false); pinAssessment.gameObject.SetActive(false); if (journeyPosition.IsEndGame()) { currentPinGO = pinEndGame; } else if (journeyPosition.IsRecap()) { currentPinGO = pinRecap; } else if (journeyPosition.IsAssessment()) { currentPinGO = pinAssessment; } else { currentPinGO = journeyPosition.LearningBlock % 2 == 0 ? pinV1 : pinV2; } currentPinGO.SetActive(true); shadowTr = transform.Find("shadow"); HandlePlayerClose(false); }