public void GetNewPlayerStructure(float angle) { StructureChoice choice = currentPlayerStrucEnum; switch (choice) { case StructureChoice.Gateway: currentPlayerStructure = Structure.GetGateway(); break; case StructureChoice.Guillotine: currentPlayerStructure = Structure.GetGuillotine(); break; case StructureChoice.Statue: currentPlayerStructure = Structure.GetStatue(); break; case StructureChoice.Temple2: currentPlayerStructure = Structure.GetTemple2(); break; case StructureChoice.Torii: currentPlayerStructure = Structure.GetTorii(); break; default: break; } currentPlayerStructure.originAngle = angle; }
public void SelectBlueprint5() { for (int i = 1; i < 6; i++) { UnselectBlueprint(i); } Button button = FindButton("Blueprint " + 5); button.image.sprite = gatewayHover; currentPlayerBlueprint = 1; currentPlayerStrucEnum = StructureChoice.Gateway; }
public void SelectBlueprint4() { for (int i = 1; i < 6; i++) { UnselectBlueprint(i); } Button button = FindButton("Blueprint " + 4); button.image.sprite = guillotineHover; currentPlayerBlueprint = 1; currentPlayerStrucEnum = StructureChoice.Guillotine; }
public void SelectBlueprint3() { for (int i = 1; i < 6; i++) { UnselectBlueprint(i); } Button button = FindButton("Blueprint " + 3); button.image.sprite = statueHover; currentPlayerBlueprint = 3; currentPlayerStrucEnum = StructureChoice.Statue; }
public void SelectBlueprint2() { for (int i = 1; i < 6; i++) { UnselectBlueprint(i); } Button button = FindButton("Blueprint " + 2); button.image.sprite = temple2Hover; currentPlayerBlueprint = 2; currentPlayerStrucEnum = StructureChoice.Temple2; }
public void SelectBlueprint1() { for (int i = 1; i < 6; i++) { UnselectBlueprint(i); } Button button = FindButton("Blueprint " + 1); button.image.sprite = toriiHover; currentPlayerBlueprint = 1; currentPlayerStrucEnum = StructureChoice.Torii; }