public void Setup(IPuzzleData _data) { selectable = GetComponent <SelectableBehaviour>(); graphicCtrl = GetComponent <PuzzleGraphic>(); //Choosing setups between the possibilities data = _data as PuzzlePressureData; //Setup Interactables Interactables.OutputMonitor.Setup(this, data.Monitor); Interactables.OutputMonitor.Toggle(false); Interactables.RedButton.Init(this, new ButtonData() { Type = ButtonType.Red }); Interactables.BlueButton.Init(this, new ButtonData() { Type = ButtonType.Blue }); Interactables.GreenButton.Init(this, new ButtonData() { Type = ButtonType.Green }); Init(); }
public void Setup(IPuzzleData data) { _selectable = GetComponent <SelectableBehaviour>(); _graphicCtrl = GetComponent <PuzzleGraphic>(); data = _data as PuzzleTrimmerData; }
public void Setup(IPuzzleData _data) { selectable = GetComponent <SelectableBehaviour>(); graphicCtrl = GetComponent <PuzzleGraphic>(); data = _data as PuzzleAutopilotData; GenerateInitialValues(); }
public void Setup(IPuzzleData _data) { data = _data as PuzzleTurbineData; selectable = GetComponent <SelectableBehaviour>(); graphicCtrl = GetComponent <PuzzleGraphic>(); graphicCtrl.Init(graphicCtrl.Data); }
public void Setup(IPuzzleData _data) { data = _data as PuzzleGPSData; selectable = GetComponent <SelectableBehaviour>(); graphicCtrl = GetComponent <PuzzleGraphic>(); GenerateRandomCombination(); }
public void Setup(IPuzzleData _data) { selectable = GetComponent <SelectableBehaviour>(); graphicCtrl = GetComponent <PuzzleGraphic>(); //Choosing a Setup between the possibilities data = _data as PuzzleALARM_Data; allButtons.Clear(); allButtons.AddRange(ButtonsA); allButtons.AddRange(ButtonsB); allButtons.AddRange(ButtonsC); allButtons.AddRange(ButtonsD); allButtons.AddRange(ButtonsE); allButtons.AddRange(ButtonsF); allButtons.AddRange(ButtonsG); allButtons.AddRange(ButtonsH); }
public void Setup(IPuzzleData _data) { selectable = GetComponent <SelectableBehaviour>(); graphicCtrl = GetComponent <PuzzleGraphic>(); data = _data as PuzzleClusterData; if (data.Sequences.Count < data.SequencesAmount) { Debug.LogError("ATTEZIONE: nel setup del PuzzleCluster non ci sono abbastanza sequenze possibili" + "per sceglierne quante richiesto (SequenceAmount)!" + "Valore cambiato via codice per funzionare (I DATI SONO STATI CAMBIATI)!"); data.SequencesAmount = data.Sequences.Count; } Interactables.CheckBtn.Init(this, new ClusterButtonData() { BtnType = ClusterButton.Check }); Interactables.A1_Btn.Init(this, new ClusterButtonData() { BtnType = ClusterButton.A1 }); Interactables.A2_Btn.Init(this, new ClusterButtonData() { BtnType = ClusterButton.A2 }); Interactables.A3_Btn.Init(this, new ClusterButtonData() { BtnType = ClusterButton.A3 }); Interactables.B4_Btn.Init(this, new ClusterButtonData() { BtnType = ClusterButton.B4 }); Interactables.B5_Btn.Init(this, new ClusterButtonData() { BtnType = ClusterButton.B5 }); Interactables.B6_Btn.Init(this, new ClusterButtonData() { BtnType = ClusterButton.B6 }); }
public void Setup(IPuzzleData _data) { selectable = GetComponent <SelectableBehaviour>(); graphicCtrl = GetComponent <PuzzleGraphic>(); data = _data as PuzzleCablesData; GameObject fakeCable2 = new GameObject("FakeCable2"); fakeCable2.transform.parent = transform; Components.Cables.Insert(1, fakeCable2); GameObject fakeCable6 = new GameObject("FakeCable2"); fakeCable6.transform.parent = transform; Components.Cables.Insert(5, fakeCable6); lightOff_MatArr = new Material[] { Components.Lights[0].materials[0], LightOff_Mat }; lightOn_MatArr = new Material[] { Components.Lights[0].materials[0], LightOn_Mat }; }
public void Setup(IPuzzleData _data) { selectable = GetComponent <SelectableBehaviour>(); graphicCtrl = GetComponent <PuzzleGraphic>(); data = _data as PuzzleLockCodeData; Key1st.Init(this, new KeyData() { keyID = KeyOrder.Key1st }); Key2nd.Init(this, new KeyData() { keyID = KeyOrder.Key2nd }); Key3rd.Init(this, new KeyData() { keyID = KeyOrder.Key3rd }); }