private void LoadCardInfo(int i) { if (layers[i] != null) // just to be safe { notRevealedCard.SetActive(false); LayerProperty current = layers[i]; //LayerType currentType = current.type; String layerName = current.GetPrintName(); if (isNone[i]) { // swap to other card notRevealedCard.SetActive(true); String printName = "Not Revealed"; rock.sprite = GetSpriteByName(printName); number.text = (i + 1).ToString(); } else { name.text = current.GetPrintName(); permeability.text = current.GetPorosity().ToString() + " %"; density.text = current.GetDensity().ToString() + " kg/m^3"; probability.text = String.Format("{0:F0}", current.GetPossibility()) + " %"; // format to chop off extra decimals number.text = (i + 1).ToString(); rock.sprite = GetSpriteByName(current.GetPrintName()); } } }
public bool Popups(LayerProperty layerProperty) { // get layer info layer = layerProperty; type = layer.type; name = layer.gameObject.name; shape = DataManager.instance.GetLayerShape(name); shelfupdated = false; //to check if the shelf is updated. // check if layer is revealed isRevealed = checkRevealed(name); if (isRevealed) { // current layer Invoke("Wait", 4); rockCount++; return(true); } else { Debug.Log("print name is"); Debug.Log(layer.GetPrintName()); Invoke("WaitNotRevealed", 4); rockCount++; return(false); } }
private void UpdateShelf(GameObject clone, bool revealed) { ShelfNew shelf; shelf = GameObject.Find("ShelfNew").GetComponent <ShelfNew>(); string layerName = "blank"; if (revealed) { layerName = layer.GetPrintName(); } else { layerName = "Not Revealed"; } shelf.AddJar(layerName); SoundFXCtrl.instance.PlaySound(8, 1); }
// Use this for initialization public void InitJars() { samples = DataManager.instance.GetCollectedSamples(); size = samples.Length; Debug.Log("size"); Debug.Log(size); if (size > 0) { GameObject emptyCard = GameObject.Find("Empty Info"); emptyCard.SetActive(false); // cannot find inactive game objects - must handle here. notRevealedCard = GameObject.Find("Not Revealed Info"); notRevealedCard.SetActive(false); //jars = gameObject.GetComponentsInChildren<Image>(); for (int i = 0; i < size; i++) { // get layers string layerName = ((CoreSample)samples[i]).layername; string printName = ""; if (layerName == "None") { printName = "Not Revealed"; isNone[i] = true; } else { orgLayer = GameObject.Find(layerName); layer = orgLayer.GetComponent <LayerProperty> (); type = layer.type; printName = layer.GetPrintName(); isNone[i] = false; } layers[i] = layer; // add correct number of jars to list and enable them GameObject thisJar = GameObject.Find("Jar" + (i + 1).ToString()); Image thisJarImage = thisJar.GetComponent <Image>(); thisJarImage.enabled = true; jars[i] = thisJarImage; // add correct number of rocks to list, enable them, and set to right texture GameObject thisRock = GameObject.Find("Rock" + (i + 1).ToString()); Image thisRockImage = thisRock.GetComponent <Image>(); thisRockImage.sprite = GetSpriteByName(printName); thisRockImage.enabled = true; smallRocks[i] = thisRockImage; // add correct text to list, enable them, set to right name GameObject thisText = GameObject.Find("Text" + (i + 1).ToString()); Text thisTextText = thisText.GetComponent <Text>(); thisTextText.text = printName; thisTextText.enabled = true; labels[i] = thisTextText; // old stuff //Color color = DataManager.instance.GetColorOfLayerName (layerName); //jars[i+1].enabled = true; // jars has shelf first so index is 1 up //jars[i+1].color = color; // might be able to just do this using layer properties. check later. //colors[i] = color; } //jars[index+1].enabled=false; // jars[0] is the shelf jars[0].sprite = missingJar; smallRocks[0].enabled = false; //rock.color = jars[index+1].color; // make rock correct color LoadCardInfo(0); } else { rock.enabled = false; // no rock if no samples GameObject regCard = GameObject.Find("Info"); regCard.SetActive(false); } }