internal void Populate(BipedDesign bipedDesign, UIListItemBipedDesign uIListItemBipedDesign) { _bipedDesign = bipedDesign; _uIListItemBipedDesign = uIListItemBipedDesign; _inputField.text = _bipedDesign.Name; _costumeRawImage.texture = InvestmentManager.singleton.CostumeSprites[_bipedDesign.SpriteIndex].texture; }
/// <summary> /// Sets the design of this biped given a biped design descriptor. /// </summary> /// <param name="bipedDesign">The biped design descriptor used to indicate the biped design to derive.</param> internal void SetDesign(BipedDesign bipedDesign) { // Set our design aspect values accordingly. _name = bipedDesign.Name; _spriteRenderer.sprite = InvestmentManager.singleton.CostumeSprites[bipedDesign.SpriteIndex]; _effect = InvestmentManager.singleton.Effects[bipedDesign.EffectIndex]; ApplySpawnEffects(); }
internal void Populate(BipedDesign bipedDesign, Action <BipedDesign, UIListItemBipedDesign> callback) { _bipedDesign = bipedDesign; _bipedDesignCallback = callback; Display(); }
private void ClickCallback(BipedDesign bipedDesign, UIListItemBipedDesign uIListItemBipedDesign) { this.gameObject.SetActive(false); _uIBipedDesigner.gameObject.SetActive(true); _uIBipedDesigner.Populate(bipedDesign, uIListItemBipedDesign); }