void InstantiateSequenceView(GameObject go, SetSequences sequence) { for (int i = 0; i < sequence.data.level; i++) { SequenceUI _sequenceUI = Instantiate(sequenceUI, go.transform); foreach (var input in sequence.commands[i].data.inputDatas) { Image inputImage = Instantiate(IconPrefab, _sequenceUI.inputList); if (go == key) { inputImage.sprite = input.keySprite; } else if (go == xBox) { inputImage.sprite = input.XboxSprite; } else if (go == play) { inputImage.sprite = input.PSSprite; } } _sequenceUI.Init(sequence.commands[i]); } SequenceUI _sequenceUIEmpty = Instantiate(sequenceUI, go.transform); }
void StartSequence(SetSequences s) { if (sequenceStarted == false) { sequenceStarted = true; } currentSequencesSet.Add(s); }
void ExecuteSequence() { if (executedSequence != null) { if (currentSequencesSet.Contains(executedSequence)) { executedSequence.Execute(); StopCoroutine(executedSequence.cooldownCorutine); executedSequence.RestartCooldownCorutine(); StartCoroutine(executedSequence.cooldownCorutine); executedSequence = null; } } ResetSequences(); }
private void Awake() { rb = GetComponent <Rigidbody>(); sequences = new List <SetSequences>(); currentSequencesSet = new List <SetSequences>(); currentInputSequence = new List <InputData>(); sequencesToRemove = new List <SetSequences>(); foreach (var sequenceData in playerData.sequences) { SetSequences sequence = new SetSequences(sequenceData, this, this); sequence.onStartSequence += StartSequence; sequence.onCompletedSection += OnCorrectSequence; foreach (var section in sequence.commands) { section.onCorrectInput += OnCorrectInput; } sequences.Add(sequence); } }
void OnCorrectSequence(SetSequences s) { executedSequence = s; }