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RewardBadges.cs
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77 lines (71 loc) · 2.19 KB
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using UnityEngine;
public class RewardBadges : MonoBehaviour
{
public ExperimentState expState;
public GameObject[] badges;
public Light particleLight;
//public ParticleSystem particleBadge;
public AudioSource[] effectSound;
public float effectDuration = 0.5f;
public int[] badgeScores = new int[4] {500,1500,3000,6500};
private bool[] activated = new bool[4] { false, false, false, false };
private void Start()
{
int i = 0;
foreach (GameObject badge in badges)
{
badge.SetActive(false);
activated[i] = false;
i++;
}
particleLight.enabled = false;
//particleBadge.Stop();
effectSound[0].Stop();
effectSound[1].Stop();
}
private void Update()
{
if (expState.score >= badgeScores[0] & !activated[0]) // 500
{
ActivateEffects();
Invoke("DeactivateEffect", effectDuration);
badges[0].SetActive(true);
activated[0] = true;
}
if (expState.score >= badgeScores[1] & !activated[1]) // 1500
{
ActivateEffects();
Invoke("DeactivateEffect", effectDuration);
badges[1].SetActive(true);
activated[1] = true;
}
if (expState.score >= badgeScores[2] & !activated[2]) // 3000
{
ActivateEffects();
Invoke("DeactivateEffect", effectDuration);
badges[2].SetActive(true);
activated[2] = true;
}
if (expState.score >= badgeScores[3] & !activated[3]) // 6500
{
ActivateEffects();
Invoke("DeactivateEffect", effectDuration);
badges[3].SetActive(true);
activated[3] = true;
}
}
private void ActivateEffects()
{
particleLight.enabled = true;
//particleBadge.Play();
effectSound[0].Play();
effectSound[1].Play();
}
private void DeactivateEffect()
{
particleLight.enabled = false;
//particleBadge.Stop();
effectSound[0].Stop();
effectSound[1].Stop();
}
}