public void TurnOffUI() { //Turn off all the GUI elements selectedUI.SetActive(false); UIcanvas.SetActive(false); UIgoop.SetActive(false); UIhoney.SetActive(false); UIjelly.SetActive(false); UIpropolis.SetActive(false); }
public void Select(Cell selectedCell) { //Activate GUI selectedUI.SetActive(true); currentCell = selectedCell; if (isOn && selectedCell.ofType != "polen") { UIcanvas.SetActive(true); Debug.Log("Activating the right UI"); if (selectedCell.ofType == "empty") { UIgoop.SetActive(true); if (pStats.stats.propolis >= 3) { UIgoop.GetComponent <Button>().interactable = true; } else { UIgoop.GetComponent <Button>().interactable = false; } } else { //Check if the selected cell is a royal jelly cell //Also check if the player has only one royal cell //If that is met it means that the player selected its only royal jelly cell and cannot modify it if (selectedCell.ofType == "potJelly" && pStats.stats.royalCellCount <= 1) { TurnOffUI(); UIhoney.SetActive(true); UIhoney.GetComponent <Button>().interactable = false; UIpropolis.SetActive(true); UIpropolis.GetComponent <Button>().interactable = false; UIgoop.SetActive(true); UIgoop.GetComponent <Button>().interactable = false; } //Else he can edit any he wants else { //Only activates the right GUI if (pStats.stats.propolis >= 5) { UIhoney.GetComponent <Button>().interactable = true; } else { UIhoney.GetComponent <Button>().interactable = false; } if (currentCell.ofType != "potHoney") { UIhoney.SetActive(true); } if (pStats.stats.propolis >= 15) { UIjelly.GetComponent <Button>().interactable = true; } else { UIjelly.GetComponent <Button>().interactable = false; } if (currentCell.ofType != "potJelly") { UIjelly.SetActive(true); } if (pStats.stats.propolis >= 7) { UIpropolis.GetComponent <Button>().interactable = true; } else { UIpropolis.GetComponent <Button>().interactable = false; } if (currentCell.ofType != "potPropolis") { UIpropolis.SetActive(true); } if (pStats.stats.propolis >= 3) { UIgoop.GetComponent <Button>().interactable = true; } else { UIgoop.GetComponent <Button>().interactable = false; } if (currentCell.ofType != "goop") { UIgoop.SetActive(true); } } } Debug.Log("Waiting for input"); } }