using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class StepSkipController : MonoBehaviour { public InputField inputPassword; public Text txtNbr, txtNomeEtapa, txtTipo; int actualStep = 0; GeneralScript general; void SetText() { txtNomeEtapa.text = general.etapa[actualStep].description; txtTipo.text = StepsShow_Control.instance.SearchForType(general.etapa[actualStep].type).nameToShow; txtNbr.text = (actualStep + 1).ToString(); } public void AddValue(int add) { int nextStep = actualStep + add; if (nextStep >= 0 && nextStep < general.etapa.Length) { actualStep = nextStep; SetText(); } } public void EnterPassword() { string password = inputPassword.text; if (password == "151613") { GetComponent().SetTrigger("open"); general = GeneralScript.instance; SetText(); } else { Destroy(gameObject); } } public void CancelNQuit() { Destroy(gameObject); } public void SkipProgress() { StartCoroutine(SkipProgressCor()); } IEnumerator SkipProgressCor() { ApiClass api = ApiClass.instance; int compareStep = actualStep + 1; //if (compareStep > api.updateStep.actualexercise) //{ Debug.Log("Updating"); api.updateStep.actualexercise = actualStep; yield return StartCoroutine(api.updateStepClass()); //} UnityEngine.SceneManagement.SceneManager.LoadSceneAsync("DoingClass", UnityEngine.SceneManagement.LoadSceneMode.Single); } }