/// <summary> /// Set up values to remove a barrel with animation /// </summary> public void RemoveBarrelUI() { if (currentBarrel < 0) { Debug.LogError("NO MORE BARRELS"); return; } selectedBarrel.RemoveBarrel(); barrels.Remove(selectedBarrel); currentBarrel--; if (currentBarrel >= 0) { selectedBarrel = barrels[currentBarrel]; selectedBarrel.MoveSelectedBarrel(); } }
/// <summary> /// Set up boat values (boat's and barrels' images) according to the player character abilities/upgrades /// </summary> public void SetUpBoatUI() { if (barrels != null && barrels.Count > 0) { CleanBarrels(); } boatImage.sprite = UI_Manager.instance.uiPreset.boatPortait; barrels = new List <UI_Barrel>(); for (int i = 0; i < BombardmentManager.Instance.barrelAmount; i++) { GameObject barrelObj = Instantiate(barrelPrefab, Vector3.zero, Quaternion.identity, barrelsParent); UI_Barrel barrel = barrelObj.GetComponent <UI_Barrel>(); if (BombardmentManager.Instance.knowsAllBarrels) { switch (BombardmentManager.Instance.barrelsToDrop[i]) { case RangeType.Default: barrel.barrelImage.sprite = UI_Manager.instance.uiPreset.barrel_Default; break; case RangeType.Cross: barrel.barrelImage.sprite = UI_Manager.instance.uiPreset.barrel_Cross; break; case RangeType.Plus: barrel.barrelImage.sprite = UI_Manager.instance.uiPreset.barrel_Plus; break; case RangeType.Round: barrel.barrelImage.sprite = UI_Manager.instance.uiPreset.barrel_Round; break; } } else { for (int y = 0; y < BombardmentManager.Instance.knownBarrelsAmount; y++) { switch (BombardmentManager.Instance.barrelsToDrop[i]) { case RangeType.Default: barrel.barrelImage.sprite = UI_Manager.instance.uiPreset.barrel_Default; break; case RangeType.Cross: barrel.barrelImage.sprite = UI_Manager.instance.uiPreset.barrel_Cross; break; case RangeType.Plus: barrel.barrelImage.sprite = UI_Manager.instance.uiPreset.barrel_Plus; break; case RangeType.Round: barrel.barrelImage.sprite = UI_Manager.instance.uiPreset.barrel_Round; break; } } for (int y = BombardmentManager.Instance.knownBarrelsAmount; y < BombardmentManager.Instance.barrelAmount; y++) { barrel.barrelImage.sprite = UI_Manager.instance.uiPreset.barrel_Mystery; } } barrel.barrelRect.anchoredPosition3D = new Vector3(barrel.barrelRect.sizeDelta.x * i + barrelSpacing * i, 0, 0); barrel.selectedPlacement = new Vector3(barrel.barrelRect.sizeDelta.x * i + barrelSpacing * i, barrel.selectedPlacement.y, 0); barrel.removedPlacement = new Vector3(barrel.barrelRect.sizeDelta.x * i + barrelSpacing * i, barrel.removedPlacement.y, 0); barrels.Add(barrel); } currentBarrel = BombardmentManager.Instance.barrelAmount - 1; selectedBarrel = barrels[currentBarrel]; selectedBarrel.MoveSelectedBarrel(); }