public void ValidateName() { name = inputField.text; validName = !AvailableMoves.ContainsName(name); validName &= !name.Equals(string.Empty); alreadyUsedText.SetActive(AvailableMoves.ContainsName(name)); }
/// <summary> /// Generates a valid name. Names take the form Move0, Move1, etc. The first one that is not used is returned. /// </summary> /// <returns>A valid name.</returns> public string GenerateValidName() { //Start from 0 and go to the highest possible value. Break loop and return as soon as a valid name is found. for (int i = 0; i < Int32.MaxValue; i++) { string name = "Move" + i; if (!AvailableMoves.ContainsName(name)) { return(name); } } return("NO_VALID_NAME"); }
public void SaveMove() { if (!AvailableMoves.ContainsName(move.GetName()) && !move.GetName().Equals(string.Empty)) { AvailableMoves.AddMove((Move)move.Clone()); SaveLoad.Save(AvailableMoves.GetMoves()); //Save every time save button is clicked in case game crashes while still in scene. ResetMoveEditor(); } else { saveButton.interactable = false; } }