public void RainedOn() { if (!IsEnabled) { return; } Setup(); Debug.Log("Grass has been hit by Water!"); GrassMaterial.color = Color.blue; CurrentColor = Color.blue; FieldTile.ChangeState("Water"); isDefultEnableState = IsEnabled; }
public void StruckedByLightning() { if (!IsEnabled) { return; } Setup(); Debug.Log("Grass has been hit by Lightning!"); GrassMaterial.color = Color.red; CurrentColor = Color.red; FieldTile.ChangeState("Fire"); isDefultEnableState = IsEnabled; }
public void StruckedByLightning() { if (!IsEnabled) { return; } Setup(); //If Fire is stuck by Lightning it should do nothing for now, unless it was hit by water first, then take it back to fire Debug.Log("Fire has been hit by Lightning!"); FireMaterial.color = StartingColor; CurrentColor = StartingColor; FieldTile.ChangeState("Fire"); isDefultEnableState = IsEnabled; }
public void RainedOn() { if (!IsEnabled) { return; } Setup(); //If Water has been hit by water then do nothing, unless it has been hit by Lightning first, then take it back to water Debug.Log("Water has been hit by Water!"); WaterMaterial.color = StartingColor; CurrentColor = StartingColor; FieldTile.ChangeState("Water"); isDefultEnableState = IsEnabled; }