Ejemplo n.º 1
0
    public void SwitchToAM()
    {
        alarmToSet.noon = Noon.AM;

        if (pmText.IsActive())
        {
            pmText.GetComponent <ColorChanger>().ChangeColorValueTo(ColorValue.MidLight);
            amText.GetComponent <ColorChanger>().ChangeColorValueTo(ColorValue.Dark);
        }
    }
Ejemplo n.º 2
0
 public void OnClickParagrapheOrdi()
 {
     //Debug.Log("paragraph clicked running");
     if (!validate)
     {
         image.gameObject.SetActive(!image.IsActive());
         image.color = HighlightColor;
         //button.text = info.champLexical.fichierWords.name;
         collect.gameObject.SetActive(!collect.IsActive());
     }
 }
Ejemplo n.º 3
0
    public void UpdateTargetInformation(WorldObject obj)
    {
        // Hide when object is null.
        if (obj == null)
        {
            HideTargetInformation();
            return;
        }
        // Show if hidden.
        if (!targetInformation.IsActive())
        {
            targetInformation.gameObject.SetActive(true);
            targetHpBar.gameObject.SetActive(true);
        }
        // Update information.
        CharacterDataHolder data = obj.characterData;

        if (data != null)
        {
            targetInformation.text = data.GetName();
            float progress = Mathf.Clamp01(data.GetCurrentHp() / data.GetMaxHp());
            targetHpBar.value    = progress;
            targetHpPercent.text = (int)(progress * 100f) + "%";
        }
    }
Ejemplo n.º 4
0
 private void LateUpdate()
 {
     if (ammoCountUI.IsActive())
     {
         ammoCountUI.text = "" + weaponScript.ammo;
     }
 }
Ejemplo n.º 5
0
 private void Update()
 {
     displayScoreText.text = gameSession.getCurrentScore().ToString();
     if (displayHealthText.IsActive())
     {
         healthUI();
     }
 }
Ejemplo n.º 6
0
 void OnUnPause(DefaultEvent eventdata)
 {
     Paused = false;
     if (Text.IsActive())
     {
         typing = StartCoroutine(TypeText(Text.maxVisibleCharacters));
     }
 }
Ejemplo n.º 7
0
 /// <summary>
 /// Resets the GUI on the card.
 /// </summary>
 void ResetGui()
 {
     cardName.text        = card.CardName;
     cardDescription.text = card.CardDescription;
     if (cardCost.IsActive())
     {
         cardCost.text = card.PurchaseCostWords;
     }
 }
Ejemplo n.º 8
0
    /// <summary>
    /// Check if logs have been read and pulls from subscriber
    /// </summary>
    public void Update()
    {
        // check if logs have been read
        if (operatorLogTextMesh.IsActive() == true)
        {
            operatorUnreadCount = 0;
            UpdateOperatorUnreadCounter();
        }

        // Pull from subscriber
        if (LogSubscriber.Instance.MessageQueueCount() != 0)
        {
            AudioManager.Instance.PlayMessageSound();

            RosSharp.RosBridgeClient.Message messageObject = LogSubscriber.Instance.DequeueOperatorMessage();

            AddOperatorLogMessage(messageObject);
        }
    }
Ejemplo n.º 9
0
        // scaling the size of this text
        IEnumerator ScaleTextCo()
        {
            transform.localScale = textStartingSize;

            while (tmpUGUI.IsActive())
            {
                transform.localScale = Vector3.Lerp(transform.localScale, textSizeTarget, scaleUpSpeed * Time.deltaTime);
                yield return(null);
            }
        }
Ejemplo n.º 10
0
    private void RegisterButtonAction()
    {
        VerifyUserInputs();

        WarningMessage.gameObject.SetActive(!string.IsNullOrEmpty(WarningMessage.text));
        if (!WarningMessage.IsActive())
        {
            SendToServer();
            RegisterButton.interactable = false;
        }
    }
 public void ButtonFct()
 {
     if (text1.IsActive())
     {
         SwitchPanel();
     }
     else
     {
         GameManager.StartGame();
     }
 }
 public void ShowStageClear()
 {
     if (StageClearText.IsActive())
     {
         StageClearText.gameObject.SetActive(false);
     }
     else
     {
         StageClearText.gameObject.SetActive(true);
     }
 }
Ejemplo n.º 13
0
    IEnumerator ShowCrashScreen()
    {
        if (checkText.IsActive())
        {
            checkText.gameObject.SetActive(false);
        }
        crashText.gameObject.SetActive(true);
        yield return(new WaitForSeconds(timeForLandResultScreen));

        crashText.gameObject.SetActive(false);
        ship.OnResultsScreenExit();
    }
Ejemplo n.º 14
0
    public void ShowMessage(string message, Color?color = null, float timeToShow = 3)
    {
        sceneMessageTimer = 0;

        if (sceneMessageText.IsActive())
        {
            sceneMessageText.text  = message;
            sceneMessageText.color = color ?? Color.red;
            return;
        }

        StartCoroutine(ShowMessageCoroutine(message, timeToShow, color ?? Color.red));
    }
 public void OnNameChangeActionListener()
 {
     //Check if name of the Saved Sticker already exists in the file.
     if (stickerData.GetAllStickers().Exists(x => x.stickerName == saveName.text))
     {
         //Sticker Name already exists; display error.
         nameExistsError.gameObject.SetActive(true);
         saveButton.interactable = false;
     }
     else if (nameExistsError.IsActive())
     {
         nameExistsError.gameObject.SetActive(false);
         saveButton.interactable = true;
     }
 }
Ejemplo n.º 16
0
    void Update()
    {
        bool magicBootsActive = Input.GetButton("Jump");

        if (magicBootsActive)
        {
            //Player.AddForce(new Vector2(0, magicBootsForce));
        }
        if (Donnees.DistancePartieActuelle > 0.1f)
        {
            if (playerSpeed < 5f)
            {
                playerSpeed         *= 1.001f;
                Donnees.VitessePiece = playerSpeed;
            }
            else
            {
                playerSpeed = 5f;
            }
        }

        if (Donnees.PopUpStatistiques == false)
        {
            MovePlayer();
            RunAudioSource.UnPause();
        }
        else
        {
            RunAudioSource.Pause();
        }
        ManageGroundSound();
        UpdateGroundedStatus();
        if (!playerAnimator.GetBool("isDead"))
        {
            AdjustMagicBoots(magicBootsActive);
        }

        if (gameOver.IsActive() && !playerAnimator.GetBool("isDead"))
        {
            gameOver.gameObject.SetActive(false);
            Resume.gameObject.SetActive(true);
        }
    }
 public void ShowStageText(int stageNum)
 {
     if (stageNum == 4)
     {
         StageText.SetText("Final Stage");
     }
     else
     {
         StageText.SetText("Stage " + stageNum.ToString());
     }
     if (StageText.IsActive())
     {
         StageText.gameObject.SetActive(false);
     }
     else
     {
         StageText.gameObject.SetActive(true);
     }
 }
Ejemplo n.º 18
0
        public void StartRunaround(int correctAns)
        {
            QuestionManager.Instance.ToggleAnswersVisibility("ON");
            ToggleButtons("OFF");
            ToggleHUDvisibility("ON");
            Coroutine game = StartCoroutine(PlayRunaround(correctAns));

            if (!m_TimerText.IsActive())
            {
                m_TimerText.gameObject.SetActive(true);
            }


            if (!m_Score.gameObject.activeInHierarchy)
            {
                m_Score.gameObject.SetActive(true);
            }

            StartCoroutine(this.GetComponent <GameTimer>().Countdown(duration));
            StartCoroutine(CalculateScore(duration - 1));
        }
Ejemplo n.º 19
0
    private void FixedUpdate()
    {
        int time = (int)(missionTime - Time.realtimeSinceStartup);

        if (Time.realtimeSinceStartup - timeToRegenerateEnergy + pauseTime >= 1 && !isPauseGame)
        {
            timeToRegenerateEnergy = Time.realtimeSinceStartup;
            playerEnergy          += ENERGY_REGENERATION;
            enemyEnergy           += ENERGY_REGENERATION;
            if (playerEnergy >= MAX_ENERGY)
            {
                playerEnergy = MAX_ENERGY;
            }
            if (enemyEnergy >= MAX_ENERGY)
            {
                enemyEnergy = MAX_ENERGY;
            }
            // GameObject eh=GameObject.Find("MainCanvas/EnemyInfo/EnemyHealth");

            enemyEnergyFill.sizeDelta  = new Vector2((200 / MAX_ENERGY) * enemyEnergy, 90);
            playerEnergyFill.sizeDelta = new Vector2((200 / MAX_ENERGY) * playerEnergy, 90);
            //Debug.Log("playerEnergy:"+playerEnergy);
        }
        if (time < 0 && !isEndRound && !isPauseGame)
        {
            isEndRound = true;
            time       = 0;
            activeGoalText("DRAW");
        }
        if (time <= 15 && !isRushTime)
        {
            isRushTime          = true;
            ENERGY_REGENERATION = 2f;
            // Time.timeScale = 3f;
        }
        if (time < 0)
        {
            time = 0;
        }
        missionTimeText.text = time + "s" + ((isRushTime)?"(Rush Time)":"");
        if (Time.realtimeSinceStartup - timeGoalTextTemp + pauseTime > 2 && timeGoalTextTemp > 0 && s_goalText.IsActive() && !isPauseGame)
        {
            isEndRound = false;
            s_goalText.gameObject.SetActive(false);
            ResetAllObject();
            ROUND++;
            if (ROUND > MAX_ROUND)
            {
                //END GAME
                // GameObject endgamePopup = GameObject.Find("MainCanvas/EndgamePopup");
                endGameMenu.SetActive(true);
                endgameText.text = (playerScore > enemyScore)?"YOU WIN":"YOU LOSE";
                Button btnPennalty = GameObject.Find("MainCanvas/EndgamePopup/btnPeneltyMode").GetComponent <Button>();

                if (playerScore == enemyScore)
                {
                    endgameText.text = "DRAW";

                    btnPennalty.interactable = true;
                }
                else
                {
                    btnPennalty.interactable = false;
                }
                EndGame();
            }
            ResetLevel();
        }
        pauseTime = 0;
    }
Ejemplo n.º 20
0
        /// <summary>
        /// Make the correct answer visible by flashing the responding plane.
        /// </summary>
        /// <returns></returns>
        private IEnumerator DisplayResult()
        {
            float counter = 0.0f;

            //Display the winning or loosing state
            if (!m_Outcome.IsActive())
            {
                if (m_playerAnswer != null && m_correctAnswer == AnswerPlanes.IndexOf(m_playerAnswer))
                {
                    m_playerWon    = true;
                    m_Outcome.text = "Richtig!";
                    AudioSourcesManager.Instance.PlaySound("Winning");
                    m_Outcome.GetComponent <TextMeshProUGUI>().color = m_colWinning;
                }
                else
                {
                    m_playerWon    = false;
                    m_Outcome.text = "Falsch!";
                    AudioSourcesManager.Instance.PlaySound("Losing");
                    m_Outcome.GetComponent <TextMeshProUGUI>().color = m_colLoosing;
                }
                ToggleResultText("ON");
            }

            foreach (RunaroundAnswer ans in AnswerPlanes)
            {
                if (m_correctAnswer == AnswerPlanes.IndexOf(ans))
                {
                    ans.transform.position         = ans.transform.parent.position;
                    ans.Floor.transform.localScale = new Vector3(4, ans.Floor.transform.localScale.y, ans.Floor.transform.localScale.z);
                }
                else
                {
                    ans.gameObject.SetActive(false);
                }
            }

            //Fancy flashy animation, highlighting correct answer in green and if player is on the wrong spot, in red.
            while (counter < 2.0f)
            {
                int t = AnswerPlanes.IndexOf(m_playerAnswer);
                //if (!m_playerWon && m_playerAnswer != null)
                //{
                //    //Standing on the wrong plate
                //    m_playerAnswer.Floor.GetComponent<Renderer>().material = mat_incorrect;
                //}
                AnswerPlanes[m_correctAnswer].Floor.GetComponent <Renderer>().material = mat_highlighted;
                yield return(new WaitForSeconds(0.1f));

                //if (!m_playerWon && m_playerAnswer != null)
                //{
                //    m_playerAnswer.Floor.GetComponent<Renderer>().material = dic_mat_answers[t];
                //}
                int n = AnswerPlanes.IndexOf(AnswerPlanes[m_correctAnswer]);
                AnswerPlanes[m_correctAnswer].Floor.GetComponent <Renderer>().material = dic_mat_floors[n];
                yield return(new WaitForSeconds(0.1f));

                counter += 0.2f;
            }

            ToggleButtons("ON");
        }
Ejemplo n.º 21
0
        /// <summary>
        ///     Calculates the button size and layout
        /// </summary>
        public void RecalculateLayout()
        {
            //check if everything is set
            if (iconLayoutControl == null || iconLayoutControl == null || buttonlayoutControl == null)
                return;
            //check if fixed size
            if (!FixedWidth)
            {
                textLayoutControl.sizeDelta = new Vector2(TextContainer.preferredWidth, textLayoutControl.sizeDelta.y);
                iconLayoutControl.sizeDelta = new Vector2(IconContainer?.sprite == null ? 0.0f : 30f, 30f);
                buttonlayoutControl.sizeDelta =
                    new Vector2(40 + iconLayoutControl.rect.width + textLayoutControl.rect.width,
                                buttonlayoutControl.rect.height);
                TextContainer.enableAutoSizing = false;
            }
            else
            {
                //get total width - margins
                float width = -30 + buttonlayoutControl.rect.width;
                //set icon layout and subtract from remaining width
                iconLayoutControl.sizeDelta =
                    new Vector2(IconContainer?.sprite == null ? 0 : iconLayoutControl.sizeDelta.y,
                                iconLayoutControl.sizeDelta.y);
                width -= iconLayoutControl.rect.width;
                //set text width to remaining width
                textLayoutControl.sizeDelta = new Vector2(width, textLayoutControl.sizeDelta.y);
                TextContainer.enableAutoSizing = true;
                TextContainer.enableWordWrapping = true;
            }

            //check if icon or text only
            if (!IconContainer.IsActive())
            {
                textLayoutControl.anchorMin = new Vector2(0.5f, 0.5f);
                textLayoutControl.anchorMax = new Vector2(0.5f, 0.5f);
                textLayoutControl.pivot = new Vector2(0.5f, 0.5f);
                textLayoutControl.anchoredPosition = new Vector2(0, 0);
                TextContainer.alignment = TextAlignmentOptions.Center;
            }
            else
            {
                textLayoutControl.anchorMin = new Vector2(1, 0.5f);
                textLayoutControl.anchorMax = new Vector2(1, 0.5f);
                textLayoutControl.pivot = new Vector2(1, 0.5f);
                textLayoutControl.anchoredPosition = new Vector2(-10, 0);
                TextContainer.alignment = TextAlignmentOptions.Right;
            }

            if (!TextContainer.IsActive())
            {
                iconLayoutControl.anchorMin = new Vector2(0.5f, 0.5f);
                iconLayoutControl.anchorMax = new Vector2(0.5f, 0.5f);
                iconLayoutControl.pivot = new Vector2(0.5f, 0.5f);
                iconLayoutControl.anchoredPosition = new Vector2(0, 0);
            }
            else
            {
                iconLayoutControl.anchorMin = new Vector2(0, 0.5f);
                iconLayoutControl.anchorMax = new Vector2(0, 0.5f);
                iconLayoutControl.pivot = new Vector2(0, 0.5f);
                iconLayoutControl.anchoredPosition = new Vector2(0, 0);
            }
        }
Ejemplo n.º 22
0
        /// <summary>
        /// Reduces the AI's health and plays hurt animations + applies root motion.
        /// </summary>
        public virtual void TakeDamage(float damageValue)
        {
            if (isInvulnerable) // If flagged as invulnerable due to taking damage recently...
            {
                return;         // Return out of method, take no damage
            }

            attackDelay        = Time.time + attackCooldown;                                 // Add onto the attack delay as we have been hit
            currentHealth      = Mathf.Lerp(currentHealth, currentHealth - damageValue, 1f); // Reduce health by damage value
            healthSlider.value = currentHealth;                                              // Update slider to represent new health total

            if (damageText.IsActive())                                                       // If already showing damage text...
            {
                damageTextValue += damageValue;                                              // Add onto existing damage text displayed
            }
            else // If not showing damage text...
            {
                damageTextValue = damageValue; // Show initial damage
            }

            damageText.text = damageTextValue.ToString();

            if (healthCoroutine != null)                              // If the AI health is already visible
            {
                StopCoroutine(healthCoroutine);                       // Stop coroutine, prevents bar from disappearing before intended
                healthCoroutine = StartCoroutine(RevealHealthBar(3)); // Recall coroutine, ensures bar disappears when intended
            }
            else
            {
                healthCoroutine = StartCoroutine(RevealHealthBar(3)); // Start health coroutine to display AI health
            }

            if (damageTextCoroutine != null) // Same as above but for damage text
            {
                StopCoroutine(damageTextCoroutine);
                damageTextCoroutine = StartCoroutine(RevealDamageText(3));
            }
            else
            {
                damageTextCoroutine = StartCoroutine(RevealDamageText(3));
            }

            if (!ignoreCombatCircle)
            {
                if (!currentAttackers.Contains(this))                                                                               // If the AI is not within the list of attackers...
                {
                    currentAttackers[Random.Range(0, currentAttackers.Count - 1)].GetComponent <Enemy>().RemoveFromAttackersList(); // Remove a random AI from the list
                    currentAttackers.Add(this);                                                                                     // Add self to the list
                    movingToAttack = true;                                                                                          // Flag as moving to attack to no longer be bound to the combat circle positions
                }
            }

            int hurtAnimationToPlay = Random.Range(0, hurtAnimations.Length);   // Return random animation from list

            charAnim.CrossFade(hurtAnimations[hurtAnimationToPlay].name, 0.1f); // Play animation
            charAnim.applyRootMotion = true;

            int clipToPlay = Random.Range(0, hurtAudioClips.Length);

            characterAudioSource.clip = hurtAudioClips[clipToPlay];
            characterAudioSource.Play();
        }
    // Update is called once per frame
    void Update()
    {
        /*
         * if(Input.GetKeyDown(KeyCode.Alpha1))
         * {
         *   gameController.playerSkills[Header.Skills.SHIELD] = true;
         * }
         * if (Input.GetKeyDown(KeyCode.Alpha2))
         * {
         *   gameController.playerSkills[Header.Skills.HEAL] = true;
         * }
         * if (Input.GetKeyDown(KeyCode.Alpha3))
         * {
         *   gameController.playerSkills[Header.Skills.BLOCK] = true;
         * }
         * if (Input.GetKeyDown(KeyCode.Alpha4))
         * {
         *   gameController.playerSkills[Header.Skills.JUMP] = true;
         * }
         *
         * if (Input.GetKeyDown(KeyCode.Alpha5))
         * {
         *   Debug.Log((bool)gameController.playerSkills[Header.Skills.SHIELD]);
         * }
         * if (Input.GetKeyDown(KeyCode.Alpha6))
         * {
         *   Debug.Log((bool)gameController.playerSkills[Header.Skills.HEAL]);
         * }
         * if (Input.GetKeyDown(KeyCode.Alpha7))
         * {
         *   Debug.Log((bool)gameController.playerSkills[Header.Skills.BLOCK]);
         * }
         * if (Input.GetKeyDown(KeyCode.Alpha8))
         * {
         *   Debug.Log((bool)gameController.playerSkills[Header.Skills.JUMP]);
         * }*/

        if (cur == 7 && gameController.skillsUsed <= 0 && win == false)
        {
            win = true;
            SceneManager.LoadSceneAsync("Win");
        }


        if (cur == -1)
        {
            //Remove Dialogue Window and switch to hunting board
            dialogueWindow.SetActive(false);
            HB_canvas.SetActive(true);
            globals.ResetHB();
            globals.ManageHB();
        }
        else
        {
            if (nodes[cur].background != "")
            {
                if (nodes[cur].background == "HB")
                {
                    dialogueWindow.SetActive(false);
                    if (!globals.LocationHistory.ContainsKey(DialogueEnvironment.Environment.HuntingBoard))
                    {
                        background.sprite = env.bgList[(int)DialogueEnvironment.Environment.HuntingBoard];
                    }
                    lastKnownBG = "HB";
                }
                else if (nodes[cur].background == "TV")
                {
                    background.sprite = env.bgList[(int)DialogueEnvironment.Environment.Tavern];
                    if (!globals.LocationHistory.ContainsKey(DialogueEnvironment.Environment.Tavern))
                    {
                        globals.LocationHistory.Add(DialogueEnvironment.Environment.Tavern, true);
                    }
                    lastKnownBG = "TV";
                }
                else if (nodes[cur].background == "PH")
                {
                    background.sprite = env.bgList[(int)DialogueEnvironment.Environment.PlayerHouse];
                    if (!globals.LocationHistory.ContainsKey(DialogueEnvironment.Environment.PlayerHouse))
                    {
                        globals.LocationHistory.Add(DialogueEnvironment.Environment.PlayerHouse, true);
                    }
                    lastKnownBG = "PH";
                }
                else if (nodes[cur].background == "CW")
                {
                    background.sprite = env.bgList[(int)DialogueEnvironment.Environment.CastleWalls];
                    if (!globals.LocationHistory.ContainsKey(DialogueEnvironment.Environment.CastleWalls))
                    {
                        globals.LocationHistory.Add(DialogueEnvironment.Environment.CastleWalls, true);
                    }
                    lastKnownBG = "CW";
                }
                else if (nodes[cur].background == "TG")
                {
                    background.sprite = env.bgList[(int)DialogueEnvironment.Environment.TrainingGrounds];
                    if (!globals.LocationHistory.ContainsKey(DialogueEnvironment.Environment.TrainingGrounds))
                    {
                        globals.LocationHistory.Add(DialogueEnvironment.Environment.TrainingGrounds, true);
                    }
                    lastKnownBG = "TG";
                }
            }
            if (Input.GetKeyDown(KeyCode.Return))
            {
                //If all the text has been printed to screen, proceed with the next chunk of text
                if (print == false && dialogueBox.IsActive() == true)
                {
                    //Speak the next chunk of main text
                    textIndex++;
                    if (textIndex < nodes[cur].mainText.Count && nodes[cur].mainText.Count != 0)
                    {
                        print = true;
                        StartCoroutine(Speak(nodes[cur].mainText[textIndex]));
                    }
                    else if (nodes[cur].options.Count > 0 && !optionsDisplayed)
                    {
                        //Display Dialogue Choices
                        //Selecting the choice will decide which node is gone to next
                        //Do not update cur in this case, it will be handled by the option
                        CreateDialogueChoices();
                        optionsDisplayed = true;
                    }
                    else if (optionsDisplayed && dialogueBox.IsActive() == false)
                    {
                    }
                    else if (optionsDisplayed && dialogueBox.IsActive() == true)
                    {
                        optionsDisplayed = false;
                        cur       = next;
                        textIndex = 0;
                        print     = true;
                        if (cur > 0)
                        {
                            if (nodes[cur].mainText.Count == 0)
                            {
                                CreateDialogueChoices();
                                optionsDisplayed = true;
                            }
                            else
                            {
                                ChangeSpeaker();
                                StartCoroutine(Speak(nodes[cur].mainText[textIndex]));
                            }
                        }
                    }
                    else
                    {
                        //Move onto the next default node
                        //cur will be updated to the default next node
                        next = nodes[cur].nextID;
                        if (next > 0)
                        {
                            cur = next;
                            if (nodes[cur].mainText.Count == 0)
                            {
                                CreateDialogueChoices();
                                optionsDisplayed = true;
                            }
                            else
                            {
                                textIndex = 0;
                                print     = true;
                                ChangeSpeaker();
                                StartCoroutine(Speak(nodes[cur].mainText[textIndex]));
                            }
                        }
                        else
                        {
                            //Remove Dialogue Window and switch to hunting board
                            dialogueWindow.SetActive(false);
                            HB_canvas.SetActive(true);
                            globals.ResetHB();
                            globals.ManageHB();

                            //background.sprite = env.bgList[(int)DialogueEnvironment.Environment.HuntingBoard];
                        }
                    }
                }
                //If all the text has not been printed, jump to printing the rest
                else
                {
                    print = false;
                }
            }
        }
    }
Ejemplo n.º 24
0
 // Update is called once per frame
 void LateUpdate()
 {
     // Wood
     if (!WoodText.IsActive() && player.Wood > 0)
     {
         WoodText.gameObject.SetActive(true);
     }
     WoodText.text = ((int)player.Wood).ToString();
     // Rock
     if (!RockText.IsActive() && player.Rock > 0)
     {
         RockText.gameObject.SetActive(true);
     }
     RockText.text = ((int)player.Rock).ToString();
     // Food
     if (!FoodText.IsActive() && player.Food > 0)
     {
         FoodText.gameObject.SetActive(true);
     }
     FoodText.text = ((int)player.Food).ToString();
     // Clay
     if (!ClayText.IsActive() && player.Clay > 0)
     {
         ClayText.gameObject.SetActive(true);
     }
     ClayText.text = ((int)player.Clay).ToString();
     // Copper
     if (!CopperText.IsActive() && player.Copper > 0)
     {
         CopperText.gameObject.SetActive(true);
     }
     CopperText.text = ((int)player.Copper).ToString();
     // Iron
     if (!IronText.IsActive() && player.Iron > 0)
     {
         IronText.gameObject.SetActive(true);
     }
     IronText.text = ((int)player.Iron).ToString();
     // Happiness
     if (!HappinessText.IsActive() && player.Happiness > 0)
     {
         HappinessText.gameObject.SetActive(true);
     }
     HappinessText.text = ((int)player.Happiness).ToString();
     // Coal
     if (!CoalText.IsActive() && player.Coal > 0)
     {
         CoalText.gameObject.SetActive(true);
     }
     CoalText.text = ((int)player.Coal).ToString();
     // Oil
     if (!OilText.IsActive() && player.Oil > 0)
     {
         OilText.gameObject.SetActive(true);
     }
     OilText.text = ((int)player.Oil).ToString();
     // Uranium
     if (!UraniumText.IsActive() && player.Uranium > 0)
     {
         UraniumText.gameObject.SetActive(true);
     }
     UraniumText.text = ((int)player.Uranium).ToString();
 }