public override void OnShow() { CaseData caseData = CaseManager.Instance.CurrentCaseData; CaseProgress caseProgress = CaseManager.Instance.CurrentCaseProgress; InitDeathLocation(caseData, caseProgress); InitMurderWeapon(caseData, caseProgress); }
protected override void Init() { // only one case for the demo, so just hardcode load it m_CurrentCaseData = Resources.Load <CaseData>("Data/Case/CaseData1"); Debug.AssertFormat(m_CurrentCaseData != null, this, "CaseManager could not find CaseData at Resources/Data/Case/CaseData1."); m_CurrentCaseProgress = new CaseProgress(); }
void InitMurderWeapon(CaseData caseData, CaseProgress caseProgress) { // For now, assume player deductions are perfect and as soon as the murder weapon clue is found, // associate it to murder weapon. Later, player will have to set this value manually (and may be wrong). if (caseData.murderWeaponClueData != null) { if (caseProgress.HasFoundClue(caseData.murderWeaponClueData.stringID)) { // clue has been found, show readable name murderWeaponValue.text = caseData.murderWeaponClueData.clueName; } } else { murderWeaponValue.text = "N/A"; } }
void InitDeathLocation(CaseData caseData, CaseProgress caseProgress) { // For now, assume player deductions are perfect and as soon as the death location scene is found, // associate it to death location. Later, player will have to set this value manually (and may be wrong). if (caseData.deathLocationSceneData != null) { if (caseProgress.HasUnlockedScene(CaseSceneType.Real, caseData.deathLocationSceneData.sceneEnum) || caseProgress.HasUnlockedScene(CaseSceneType.Reconstruction, caseData.deathLocationSceneData.sceneEnum)) { // scene has been unlocked, show readable name deathLocationValue.text = caseData.deathLocationSceneData.sceneName; } } else { deathLocationValue.text = "N/A"; } }