Beispiel #1
0
    /// <summary>
    /// Determines which set of snowman accessories to set active in the world base on the current snowman node. Also
    /// sets the selection flag on the approprate scene node
    /// </summary>
    private void UpdateSceneObjects()
    {
        SnowmanNodes currentNode = snowmanNodes[currentNodeIndex];

        BaseAccessories.SetActive(false);
        TorsoAccessories.SetActive(false);
        HeadAccessories.SetActive(false);

        switch (currentNode)
        {
        case SnowmanNodes.BASE:
            BaseAccessories.SetActive(true);
            break;

        case SnowmanNodes.TORSO:
            TorsoAccessories.SetActive(true);
            break;

        case SnowmanNodes.HEAD:
            HeadAccessories.SetActive(true);
            break;
        }

        BaseNode.UpdateSelections(currentNode);
    }
Beispiel #2
0
    /// <summary>
    /// Get the current snowman scene node object
    /// </summary>
    /// <returns></returns>
    private SceneNode GetSnowmanSceneNode()
    {
        SnowmanNodes currentNodeType = snowmanNodes[currentNodeIndex];
        SceneNode    sceneNode       = BaseNode.GetSnowmanNode(currentNodeType);

        if (sceneNode == null)
        {
            Debug.LogError("Unable to get current scene node: " + GetSnowmanNodeName(currentNodeType));
        }
        return(sceneNode);
    }
Beispiel #3
0
    /// <summary>
    /// Set the selected flag for the scene node
    /// </summary>
    /// <param name="selected"></param>
    public void UpdateSelections(SnowmanNodes selectedNode)
    {
        selected = selectedNode == node;

        foreach (Transform child in transform)
        {
            SceneNode childNode = child.GetComponent <SceneNode>();
            if (childNode != null)
            {
                childNode.UpdateSelections(selectedNode);
            }
        }
    }
Beispiel #4
0
    /// <summary>
    /// Get the display name of a given snowman scene node
    /// </summary>
    /// <param name="node"></param>
    /// <returns></returns>
    private string GetSnowmanNodeName(SnowmanNodes node)
    {
        switch (node)
        {
        case SnowmanNodes.BASE:
            return("Base");

        case SnowmanNodes.TORSO:
            return("Torso");

        case SnowmanNodes.HEAD:
            return("Head");

        default:
            return(string.Empty);
        }
    }
Beispiel #5
0
    /// <summary>
    /// Get the appropriate snowman scene node based on the provided scene node level provided
    /// </summary>
    /// <param name="desiredNode"></param>
    /// <returns></returns>
    public SceneNode GetSnowmanNode(SnowmanNodes desiredNode)
    {
        if (node == desiredNode)
        {
            return(this);
        }

        SceneNode nodeFound = null;

        foreach (Transform child in transform)
        {
            SceneNode childNode = child.GetComponent <SceneNode>();
            if (childNode != null)
            {
                nodeFound = childNode.GetSnowmanNode(desiredNode);
                if (nodeFound != null)
                {
                    break;
                }
            }
        }
        return(nodeFound);
    }