public void IncrementDisplay(bool isLeft) { int minimumNumberOfDisplayedOptions = Mathf.Min(5, listOfSprites.Length); spritesOnDisplay = new Sprite[minimumNumberOfDisplayedOptions]; if (isLeft) { firstSpriteIndex = (firstSpriteIndex + 1) % listOfSprites.Length; lastSpriteIndex = (lastSpriteIndex + 1) % listOfSprites.Length; for (int i = 0; i < minimumNumberOfDisplayedOptions; i++) { Debug.Log(spritesOnDisplay[i]); Debug.Log(spritesOnDisplay.Length); Debug.Log(listOfSprites.Length); Debug.Log(lastSpriteIndex); spritesOnDisplay[i] = listOfSprites[(firstSpriteIndex + i) % listOfSprites.Length]; } } else { firstSpriteIndex = (firstSpriteIndex + listOfSprites.Length - 1) % listOfSprites.Length; lastSpriteIndex = (lastSpriteIndex + listOfSprites.Length - 1) % listOfSprites.Length; for (int i = 0; i < minimumNumberOfDisplayedOptions; i++) { Debug.Log(spritesOnDisplay[i]); Debug.Log(spritesOnDisplay.Length); Debug.Log(listOfSprites.Length); Debug.Log(lastSpriteIndex); Debug.Log(firstSpriteIndex); spritesOnDisplay[i] = listOfSprites[(firstSpriteIndex + i) % listOfSprites.Length]; } } CustomizableOptions.DisplayOptions(CustomizableOptions.currentlyDisplayed, CustomizableOptions.portraitRenderer.gameObject.tag); }
private void OnMouseDown() { CustomizableOptions.DisplayOptions(feature.featuredCharacteristic, featureString); }