Beispiel #1
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 internal void Populate(BipedDesign bipedDesign, UIListItemBipedDesign uIListItemBipedDesign)
 {
     _bipedDesign             = bipedDesign;
     _uIListItemBipedDesign   = uIListItemBipedDesign;
     _inputField.text         = _bipedDesign.Name;
     _costumeRawImage.texture = InvestmentManager.singleton.CostumeSprites[_bipedDesign.SpriteIndex].texture;
 }
Beispiel #2
0
 /// <summary>
 /// Sets the design of this biped given a biped design descriptor.
 /// </summary>
 /// <param name="bipedDesign">The biped design descriptor used to indicate the biped design to derive.</param>
 internal void SetDesign(BipedDesign bipedDesign)
 {
     // Set our design aspect values accordingly.
     _name = bipedDesign.Name;
     _spriteRenderer.sprite = InvestmentManager.singleton.CostumeSprites[bipedDesign.SpriteIndex];
     _effect = InvestmentManager.singleton.Effects[bipedDesign.EffectIndex];
     ApplySpawnEffects();
 }
 internal void Populate(BipedDesign bipedDesign, Action <BipedDesign, UIListItemBipedDesign> callback)
 {
     _bipedDesign         = bipedDesign;
     _bipedDesignCallback = callback;
     Display();
 }
 private void ClickCallback(BipedDesign bipedDesign, UIListItemBipedDesign uIListItemBipedDesign)
 {
     this.gameObject.SetActive(false);
     _uIBipedDesigner.gameObject.SetActive(true);
     _uIBipedDesigner.Populate(bipedDesign, uIListItemBipedDesign);
 }