private void SlotSelected(SaveSlot slot) { UnityEngine.Debug.Assert(slot != SaveSlot.None); mCurrentSaveSlot = slot; if (mSaveNames[(int)mCurrentSaveSlot - 1] != "") { mSaveNameInputField.text = mSaveNames[(int)mCurrentSaveSlot - 1]; } UpdateUI(); }
public SavesUIManager() { mCurrentSaveSlot = SaveSlot.None; mSaveSlotButtons = new GameObject[(int)SaveSlot.Max]; mSaveNames = new string[(int)SaveSlot.Max]; }