private IEnumerator ShowSymptom() { if(_OnNewSymtom != null) { _OnNewSymtom(); } if(_symtomList==null || _symtomList.Count==0) _symtomList = new List<int> { 1, 2, 3, 4, 5, 7, 8 }; int index = Random.Range(0, _symtomList.Count); while (_oldSymptomid == _symtomList[index] ) { index = Random.Range(0, _symtomList.Count); yield return null; } int symptomID = _symtomList[index]; _symtomList.RemoveAt(index); _oldSymptomid = symptomID; currentDisease = symptomID; int mapEnum = currentDisease + 1; MedicinName e = (MedicinName)mapEnum; GSPlaying.Instance.ShowSymptom(e); CreateMedicin(symptomID); symptom[symptomID].gameObject.SetActive(true); }
public void Show(MedicinName medicine) { Reset(); GameObject symptomPrefab = null; switch (medicine) { case MedicinName.None: break; case MedicinName.Transmetin: symptomPrefab = TransmetinPrefab; break; case MedicinName.KlacidForte: symptomPrefab = KlacidFortePrefab; break; case MedicinName.Ganaton: symptomPrefab = GanatonPrefab; break; case MedicinName.Creon: symptomPrefab = CreonPrefab; break; case MedicinName.Hidrasec: symptomPrefab = HidrasecPrefab; break; case MedicinName.Duspatal: symptomPrefab = DuspatalPrefab; break; case MedicinName.Dicetel: symptomPrefab = DicetelPrefab; break; case MedicinName.DuphalacTntestine: symptomPrefab = DuphalacPrefab; break; case MedicinName.DuphalacLiver: symptomPrefab = DuphalacLiverPrefab; break; } if (symptomPrefab == null) { return; } GameObject symptomObject = Utils.Spawn(symptomPrefab, SymptomRoot); SymptomUnit symptomUnit = symptomObject.GetComponent <SymptomUnit>(); symptomUnit.Init(); }
public void ShowSymptom(MedicinName medicine) { TargetSymptomPanel.Show(medicine); }