public void ShowTooltip(EnvironmentalHazard hazard) { gameObject.SetActive(true); tooltipText.text = hazard.localName + "\n" + hazard.description + "\nDuration: " + hazard.duration; float padding = 0f; Vector2 backgroundSize = new Vector2(tooltipText.preferredWidth + padding, tooltipText.preferredHeight + padding); background.sizeDelta = backgroundSize; }
IEnumerator PlaceHazardWaveCoroutine(EnvironmentalHazard hazard, List <List <Vector3> > waves, float waveDelay) { foreach (List <Vector3> wave in waves) { foreach (Vector3 position in wave) { Instantiate(hazard, position, Quaternion.identity, ((Board)FindObjectOfType(typeof(Board))).transform); } yield return(new WaitForSeconds(waveDelay)); } }
public HazardInfo(EnvironmentalHazard _type, int _x, int _y, int _z, int _timeLeft, int _size, bool _weatherVane = false, bool _p1 = false, bool _turn1 = false) { type = _type; x = _x; y = _y; z = _z; timeLeft = _timeLeft; size = _size; placedWeatherVane = _weatherVane; p1 = _p1; turn1 = _turn1; }
void Start() { clockManager = FindObjectOfType <ClockManager>(); uiManager = FindObjectOfType <UIManager>(); levelManager = FindObjectOfType <LevelManager>(); hazard = FindObjectOfType <EnvironmentalHazard>(); player = GameObject.FindWithTag("Player"); uiManager.UpdateScoreText(currentScore); uiManager.UpdateSavingGraceCountText(savingGraceCount); }
public void PlaceHazardWave(EnvironmentalHazard hazard, List <List <Vector3> > waves, float waveDelay) { StartCoroutine(PlaceHazardWaveCoroutine(hazard, waves, waveDelay)); }