Example #1
0
 // editor has direct access -- but 'child' needs access
 public void setPotency(PBlokConstants.blokPotency potency)
 {
     myPotency = potency;
     changeInterface();
 }
Example #2
0
    void changeInterface()
    {
        foreach(Transform child in transform){
            DestroyImmediate (child.gameObject);
        }

        // There are not this many different ways to behave,
        // only this many different ways to be seen
        switch(myPotency){
            case PBlokConstants.blokPotency.modify:
                switch(myAct){
                    case PBlokConstants.blokAct.block_heavy:
                        appearance = Instantiate(Resources.Load("HeavyMPBlok", typeof(GameObject))) as GameObject;
                        break;
                    case PBlokConstants.blokAct.block_normal:
                        appearance = Instantiate(Resources.Load("NormalMPBlok", typeof(GameObject))) as GameObject;
                        break;
                    case PBlokConstants.blokAct.empty:
                        appearance = Instantiate(Resources.Load("EmptyMPBlok", typeof(GameObject))) as GameObject;
                        break;
                    case PBlokConstants.blokAct.block_frozen:
                        appearance = Instantiate(Resources.Load("FrozenMPBlok", typeof(GameObject))) as GameObject;
                        break;
                    case PBlokConstants.blokAct.surface_frozen:
                        appearance = Instantiate(Resources.Load("FrozenMPSurf", typeof(GameObject))) as GameObject;
                        break;
                    case PBlokConstants.blokAct.surface_magnetic:
                        appearance = Instantiate(Resources.Load("MagneticMPSurf", typeof(GameObject))) as GameObject;
                        break;
                    case PBlokConstants.blokAct.surface_normal:
                        appearance = Instantiate(Resources.Load("NormalMPSurf", typeof(GameObject))) as GameObject;
                        break;
                    case PBlokConstants.blokAct.block_death:
                        appearance = Instantiate(Resources.Load("DeathNMPBlok", typeof(GameObject))) as GameObject;
                        break;
                    default:
                        break;
                }
                break;
            case PBlokConstants.blokPotency.no_modify:
                switch(myAct){
                    case PBlokConstants.blokAct.block_heavy:
                        appearance = Instantiate(Resources.Load("HeavyNMPBlok", typeof(GameObject))) as GameObject;
                        break;
                    case PBlokConstants.blokAct.block_normal:
                        appearance = Instantiate(Resources.Load("NormalNMPBlok", typeof(GameObject))) as GameObject;
                        break;
                    // Duplicate case from modify branch
                    case PBlokConstants.blokAct.empty:
                        appearance = Instantiate(Resources.Load("EmptyMPBlok", typeof(GameObject))) as GameObject;
                        break;
                    // ^^
                    case PBlokConstants.blokAct.block_frozen:
                        appearance = Instantiate(Resources.Load("FrozenNMPBlok", typeof(GameObject))) as GameObject;
                        break;
                    case PBlokConstants.blokAct.surface_frozen:
                        appearance = Instantiate(Resources.Load("FrozenNMPSurf", typeof(GameObject))) as GameObject;
                        break;
                    case PBlokConstants.blokAct.surface_magnetic:
                        appearance = Instantiate(Resources.Load("MagneticNMPSurf", typeof(GameObject))) as GameObject;
                        break;
                    case PBlokConstants.blokAct.surface_normal:
                        appearance = Instantiate(Resources.Load("NormalNMPSurf", typeof(GameObject))) as GameObject;
                        break;
                    case PBlokConstants.blokAct.block_death:
                        appearance = Instantiate(Resources.Load("DeathNMPBlok", typeof(GameObject))) as GameObject;
                        break;
                    default:
                        break;
                }
                break;
            default:
                break;
        }

        // Update previous instance
        oldAct = myAct;
        oldPotency = myPotency;
        // Ensure proper placement of new appearance, and child it
        appearance.transform.position = gameObject.transform.position;
        appearance.transform.parent = gameObject.transform;

        // add editor functionality callbacks via PBlokSwitcher
        appearance.AddComponent<PBlokSwitcher>();
    }