/// <summary> /// Sets the colours to fit the level section colour scheme. /// </summary> /// <param name="levelColour">Level colour.</param> public void SetColours(LevelColours levelColour) { leftText.color = levelColour.fromColour; leftImage.color = levelColour.fromColour; rightText.color = levelColour.toColour; rightImage.color = levelColour.toColour; }
private void GenerateInitialLevels() { UpdateYPosition(); GameObject[] intialLevelsToGenerate = new GameObject[] { initialLevel, initialLevel }; LevelColours levelColour = levelColours[Random.Range(0, levelColours.Length)]; GenerateLevelSection(intialLevelsToGenerate, levelColour); instructions.SetColours(levelColour); }
private void GenerateLevelSection(GameObject[] prefabs, LevelColours levelColour) { for (int i = 0; i < 2; i++) { GameObject level = (GameObject)Instantiate(prefabs[i]); level.transform.position = new Vector2(transform.position.x + ADDITIONS[i], currentY); level.transform.SetParent(transform, false); level.GetComponent <LevelColour>().UpdateColours( levelColour.fromColour, levelColour.toColour, (i == 0) ? Position.Left : Position.Right); } }
private void GenerateLevelSection(GameObject[] prefabs) { LevelColours levelColour = levelColours[Random.Range(0, levelColours.Length)]; GenerateLevelSection(prefabs, levelColour); }