///////////////////////////////////////////////////////////////// public void BuildRoom(RARC_Rooms_SO newRoom_SO) { //Set Room Info currentRoom_SO = newRoom_SO; //Update Sprite roomSpriteRenderer.sprite = currentRoom_SO.inactiveRoomSprite; }
public RARC_Rooms_SO FindRoomType(RARC_Room.RoomType roomType) { RARC_Rooms_SO newRoomSO = EmptyRoom_SO; switch (roomType) { case RARC_Room.RoomType.EMPTY: newRoomSO = EmptyRoom_SO; break; case RARC_Room.RoomType.QUARTERS: newRoomSO = CrewQuartersRoom_SO; break; case RARC_Room.RoomType.MEDBAY: newRoomSO = MedbayRoom_SO; break; case RARC_Room.RoomType.FACTORY: newRoomSO = FactoryRoom_SO; break; case RARC_Room.RoomType.KITCHEN: newRoomSO = KitchenRoom_SO; break; case RARC_Room.RoomType.STORAGE: newRoomSO = StorageBayRoom_SO; break; case RARC_Room.RoomType.CLONING: newRoomSO = CloningLabRoom_SO; break; case RARC_Room.RoomType.HYDROPONICS: newRoomSO = HydroponicsLabRoom_SO; break; case RARC_Room.RoomType.ASTROMETRICS: newRoomSO = AstrometricsLabRoom_SO; break; } return(newRoomSO); }
///////////////////////////////////////////////////////////////// public void SetupTab(RARC_Rooms_SO newRoomSO) { //Setup Info roomSO = newRoomSO; name_Text.text = roomSO.roomName; limit_Text.text = "Limit " + RARC_GameStateController.Instance.CountRoomsOnShip(newRoomSO.roomType) + "/" + newRoomSO.roomLimit; //roomIcon.sprite = roomSO.activeRoomSprite; //Setup and Refresh UI RefreshRequirementsUI(); if (RARC_GameStateController.Instance.CountRoomsOnShip(newRoomSO.roomType) >= newRoomSO.roomLimit) { gameObject.GetComponent <Button>().interactable = false; limit_Text.text = "<color=" + RARC_ButtonController_Game.Instance.colorValues_Red + ">" + "Limit " + RARC_GameStateController.Instance.CountRoomsOnShip(newRoomSO.roomType) + "/" + newRoomSO.roomLimit; } else { limit_Text.text = "Limit " + RARC_GameStateController.Instance.CountRoomsOnShip(newRoomSO.roomType) + "/" + newRoomSO.roomLimit; } }