public void Remove() { Key = default(K); Value = default(V); State = BucketState.EmptyAfterRemoval; }
public CacheBucket(CacheEntry [] entries, int entriesCount) { State = BucketState.Multi; Entry = default; Entries = entries; EntriesCount = entriesCount; }
public CacheBucket(CacheEntry entry) { State = BucketState.Single; Entry = entry; Entries = Array.Empty <CacheEntry> (); EntriesCount = default; }
// Use this for initialization void Start() { this.bstate = BucketState.EMPTY; BucketObject = this.gameObject; water = BucketObject.transform.GetChild(2).gameObject; print(water.name); water.SetActive(false); }
/// <summary> /// Gets the sprite of the bucket based on state /// </summary> /// <param name="state">state of the bucket</param> /// <returns>sprite for the bucket</returns> public Sprite GetBucketSprite(BucketState state) { switch (state) { case BucketState.EMPTY: return(bucket.spriteEmpty); case BucketState.SNOWY: return(bucket.spriteSnowy); default: return(bucket.spriteWater); } }
public Bucket(K key, V value) { Key = key; Value = value; if (key == null || value == null) { State = BucketState.EmptySinceStart; } else { State = BucketState.Full; } }
void ChangeState(BucketState newState) { currentBucketState = newState; gameObject.GetComponent <Renderer>().material = GetBucketMaterial(); }
/// <summary> /// Gets the sprite of the bucket based on state /// </summary> /// <param name="state">state of the bucket</param> /// <returns>sprite for the bucket</returns> public Sprite GetBucketSprite(BucketState state) => manager.GetBucketSprite(state);
void ChangeState(BucketState newState) { currentState = newState; SetBucketMaterail(); }
public Bucket() { State = BucketState.EmptySinceStart; }
private void Start() { currentState = BucketState.Dropped; }
void EmptyBucket() { this.bstate = BucketState.EMPTY; water.SetActive(false); }
void FillBucket() { this.bstate = BucketState.FULL; water.SetActive(true); }