// Instantiate sense item and replace placeholder void CreateSenseItem() { GameObject selectedObject = senseFactory.ManufactureRandom(); selectedSense = SelectRandomSense( selectedObject.GetComponent <SensesItem> () ); selectedObject.GetComponent <SpriteRenderer> ().sortingLayerName = "UI"; selectedObject.GetComponent <SpriteRenderer> ().sortingOrder = 10; print("Selected Sense: " + selectedSense); senseText.text = string.Format("What do I use to {0} the {1}?", selectedSense.ToString().ToLower(), selectedObject.name); }
public void NextQuestion() { monster.ChangeEmotions(DataType.MonsterEmotions.Happy); SubtitlePanel.Instance.Hide(); Destroy(selectedObject); // Tell factory to instantiate a random prefab and remove it from the list to prevent duplicates selectedObject = senseFactory.ManufactureRandomAndRemove(); // Select a random valid sense to ask the player selectedSense = SelectRandomSense(selectedObject.GetComponent <SensesItem>()); senseText.text = string.Format("What do I use to {0} the {1}?", selectedSense.ToString().ToLower(), selectedObject.name); }