// Use this for initialization void Start() { camera = FindObjectOfType <Camera>(); ag = FindObjectOfType <ArtGallery>(); slots = new List <FunctionSlot>(); hud = HUD.GetComponent <HUD>(); hud.AddSlots(tray, numberOfFunctionSlots); ActiveSlot = 0; hud.SelectSlot(tray, ActiveSlot); functions = new IFunctionItem[numberOfFunctionSlots]; ag.player.functions = this; /*** TESTING SECTION * Adding functions to the hud ***/ SavedFunction testFunction0 = new SavedFunction { fTYPE = FTYPE.ID, }; testFunction0.GenerateThumbnail(); AddFunction(testFunction0); //CycleActiveSlot(1); //SavedFunction testFunction1 = new SavedFunction //{ // fTYPE = FTYPE.GAUSS, //}; //testFunction1.GenerateThumbnail(); //AddFunction(testFunction1); //CycleActiveSlot(1); //SavedFunction testFunction2 = new SavedFunction //{ // fTYPE = FTYPE.SINE, //}; //testFunction2.GenerateThumbnail(); //AddFunction(testFunction2); //CycleActiveSlot(1); //SavedFunction testFunction3 = new SavedFunction //{ // fTYPE = FTYPE.SAWTOOTH, //}; //testFunction3.GenerateThumbnail(); //AddFunction(testFunction3); //CycleActiveSlot(1); //SavedFunction testFunction4 = new SavedFunction //{ // fTYPE = FTYPE.SQUAREWAVE, //}; //testFunction4.GenerateThumbnail(); //AddFunction(testFunction4); //CycleActiveSlot(1); }
public bool HasFunction(SavedFunction comapre) { bool result = false; foreach (SavedFunction sf in functions) { if (sf != null && sf.fTYPE == comapre.fTYPE) { result = true; break; } } return(result); }
private void SpawnPickups() { FTYPE fTYPE = ag.GetRandomCollectedFunction(); if ((UnityEngine.Random.Range(0f, 1f) < ag.functionSpawnRate && !ag.FunctionIsActive(fTYPE)) || ag.ActivateFunctionsEmpty()) { GameObject functionPickup = Instantiate(functionPickupObject) as GameObject; FunctionPickup fp = functionPickup.GetComponent <FunctionPickup>(); SavedFunction sf = new SavedFunction { fTYPE = fTYPE }; sf.GenerateThumbnail(); fp.Function = sf; } }