public void TriggerBoatPieceObtained(BoatPiece _boatPiece) { if (OnBoatPieceObtained != null) { OnBoatPieceObtained(_boatPiece); } }
public void OnBoatProgressChange(BoatPiece _boatPiece) { if (!m_currentViewedStats) { return; } if (_boatPiece == BoatPiece.BASE) { StartCoroutine(DelayedHelperText("Press <sprite=3> to get into your boat!")); if (!m_currentViewedStats.BoatTiller && (!m_currentViewedStats.BoatMast || !m_currentViewedStats.BoatSail)) { StartCoroutine(DelayedHelperText("missing some sort of engine though...", 3.8f)); } } else if (m_currentViewedStats.BoatBase) { if (_boatPiece == BoatPiece.TILLER && (!m_currentViewedStats.BoatMast || !m_currentViewedStats.BoatSail)) { StartCoroutine(DelayedHelperText("You now have control over the boat!")); } else if ((_boatPiece == BoatPiece.MAST || _boatPiece == BoatPiece.SAIL) && m_currentViewedStats.BoatBase && m_currentViewedStats.BoatMast && m_currentViewedStats.BoatSail && !m_currentViewedStats.BoatTiller) { StartCoroutine(DelayedHelperText("You now have control over the boat!")); } else if (m_currentViewedStats.BoatBase == m_currentViewedStats.BoatMast && m_currentViewedStats.BoatMast == m_currentViewedStats.BoatSail && m_currentViewedStats.BoatSail == m_currentViewedStats.BoatTiller && m_currentViewedStats.BoatTiller) { StartCoroutine(DelayedHelperText("Your boat has been upgraded!")); } } // If got all pieces, tell new objective if (m_currentViewedStats.BoatBase && m_currentViewedStats.BoatMast && m_currentViewedStats.BoatSail && m_currentViewedStats.BoatTiller) { Invoke("NewObjectiveText", 4.0f); } UpdateBoatUI(); }