using System.Collections; using TMPro; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class ClientGameTalkingSceneController : MonoBehaviour { public static ClientGameTalkingSceneController Instance; public static int playCount = 0; public GameObject introPanel; public GameObject playPanel; public GameObject stopPanel; public GameObject finishPanel; public TMP_Text playCountdownText; public TMP_Text playChatText; public TMP_InputField playMessageInputField; public Button playMessageSendButton; public Button finishGoToNextButton; public Button finishBackToMenuButton; private void Awake() { Instance = this; } // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { if (finishGoToNextButton) { finishGoToNextButton.onClick.AddListener(finishGoToNextButton_onClicked); } if (finishBackToMenuButton) { finishBackToMenuButton.onClick.AddListener(finishBackToMenuButton_onClicked); } processStep(4); } private void finishGoToNextButton_onClicked() { StartCoroutine(LoadNextScene("ClientGameBackToRealScene")); } private void finishBackToMenuButton_onClicked() { StartCoroutine(LoadNextScene("ClientGameScene")); } public void processStep(int step) { if (introPanel) { introPanel.SetActive( step == 1 ); playCount++; } if (playPanel) { playPanel.SetActive ( step == 2 ); } if (stopPanel) { stopPanel.SetActive ( step == 3 ); } if (finishPanel) { finishPanel.SetActive ( step == 4 ); } } IEnumerator LoadNextScene(string sceneName) { yield return new WaitForSeconds(0f); SceneManager.LoadScene(sceneName); } // Update is called once per frame void Update() { } }