Exemple #1
0
    public void SetButtonActive()                  // Activates when player gets an orb! BEFORE clicking a button.
    {
        if (myMutationManager.DoubleJump == false) // if we don't have doublejump yet...
        {
            if (myMutationManager.GetCurrentMutationCurrency() != 0)
            {
                foreach (Button buttons in tier1)
                {
                    buttons.interactable = true;
                    buttons.GetComponent <Image>().sprite = doubleJumpSprite;
                }

                foreach (Button buttons in tier2)
                {
                    buttons.interactable = false;
                    buttons.GetComponent <Image>().sprite = questionMarkSprite;
                }
            }

            else
            {
                return;
            }
        }

        else if (myMutationManager.DoubleJump && myMutationManager.GetCurrentMutationCurrency() != 0) // if we DO have doublejump and we have currency...
        {
            print("We have double jump!");
            tier2SuperSpeed.GetComponentInChildren <Image>().sprite = superSpeedSprite;
            tier2TripleJump.GetComponentInChildren <Image>().sprite = tripleJumpSprite;


            if (myMutationManager.SuperSpeed)         // and we have Super Speed..
            {
                tier1DoubleJump.interactable = false; // TEST try to delete this, may work anyways.
                tier2SuperSpeed.interactable = false; // set it to inactive.
                tier2TripleJump.interactable = true;
            }

            if (myMutationManager.TripleJump)         // and if we have Triple Jump...
            {
                tier1DoubleJump.interactable = false; // TEST try to delete this, may work anyways.
                tier2SuperSpeed.interactable = true;
                tier2TripleJump.interactable = false;
            }
            else if (myMutationManager.TripleJump == false && myMutationManager.SuperSpeed == false)
            {
                tier2SuperSpeed.interactable = true;
                tier2TripleJump.interactable = true;
            }
        }
    }