public void Init(ClearCondition condition, string tooltip)
 {
     assignedCondition = condition;
     tooltipText.text  = tooltip;
     if (condition.type == ClearType.AllCase || condition.type == ClearType.AllFloor || condition.type == ClearType.AllTurret)
     {
         checkerText.text = "잔여";
         counterText.text = (condition.goal - condition.count).ToString();
     }
     else
     {
         checkerText.text = "현재";
         counterText.text = condition.count.ToString();
     }
     if (assignedCondition.isDone)
     {
         condImage.sprite  = whenCleared;
         tooltipText.color = clearColor;
         checkerText.color = clearColor;
         counterText.color = clearColor;
     }
     else
     {
         condImage.sprite  = notCleared;
         tooltipText.color = notClearedTooltipColor;
         counterText.color = notClearedColor;
         checkerText.color = notClearedColor;
     }
 }
Beispiel #2
0
 // Constructor ------
 public Stage(int bLim   = 10, int bHP = 3, Weapons bWp = Weapons.Missile,
              bool isAct = true, ArrangementMode bArr = ArrangementMode.Manual, int tLim = 30, int sLim = 100,
              ClearCondition condition = ClearCondition.None) // 互換性のために一旦おいておくけど本当は消したい!!また今度やる
 {
     BalloonLimit           = bLim;
     BalloonHP              = bHP;
     BalloonWeaponKey       = bWp;
     IsBalloonAction        = isAct;
     BalloonArrangementMode = bArr;
     TimeLimit              = tLim;
     ShootingLimit          = sLim;
     GameClearCondition     = condition;
 }