public void Call(BloodInfo.BloodType type, BloodInfo.BloodFamily familly) { LiberatePlayer(); GameManager.inst.CallDonor(type, familly); Begin(); }
public void SelectType(int id) { SetColor(id); _bloodType = (BloodInfo.BloodType)(id + 1); OpenFamilly(); }
public BloodInfo BloodInfoGetRand() { BloodInfo.BloodType type = _data.BloodTypes[Random.Range(0, _data.BloodTypes.Length)]; BloodInfo.BloodFamily fam = _data.BloodFamilies[Random.Range(0, _data.BloodFamilies.Length)]; BloodInfo.BloodRhesus rhe = (BloodInfo.BloodRhesus)Random.Range(1, 3); return(new BloodInfo(type, fam, rhe)); }
public void CallDonor(BloodInfo.BloodType type, BloodInfo.BloodFamily familly) { _calledDonorCount += _data.NumberOfDonorByCall; for (int i = 0; i < _data.NumberOfDonorByCall; i++) { BloodDonor donor = Instantiate(_bloodDonor, _bdSpawn.position, _bdSpawn.rotation); donor.Init(_data, new BloodInfo(type, familly, BloodInfo.BloodRhesus.None)); donor.called = true; _bloodDonors.Add(donor); } }
void Start() { GameData data = GameManager.inst.RequestData(); showType = data.BloodTypes.Length > 1; if (!showType) { _bloodType = data.BloodTypes[0]; SetColor((int)data.BloodTypes[0] - 1); } _sources = GetComponents <AudioSource>(); }
private void SetBloodBagUIolor(BloodInfo.BloodType type) { _type = type; if (type == BloodInfo.BloodType.Blood) { _duration = _data.MaxTakingBloodTime; _fillIcon.SetProgressionColor(_data.TakingBloodColor); } else if (type == BloodInfo.BloodType.Plasma) { _duration = _data.MaxTakingPlasmaTime; _fillIcon.SetProgressionColor(_data.TakingPlasmaColor); } else if (type == BloodInfo.BloodType.Platelet) { _duration = _data.MaxTakingPlateletTime; _fillIcon.SetProgressionColor(_data.TakingPlateletColor); } }
public void SetCompatibility(BloodInfo.BloodType type) { _type.text = type.ToString(); Sprite sprite = _sprites[(int)type - 1]; int[] compt; if (type == BloodInfo.BloodType.Plasma) { compt = _plasma; } else { compt = _blood; } for (int i = 0; i < compt.Length; i++) { _images[i].gameObject.SetActive(compt[i] == 1); _images[i].sprite = sprite; } }