public void reloadSprites() { switch (ProgressionScript.getCockpit()) { case 0: cockpit.GetComponent <Image>().sprite = cockpit0; break; case 1: cockpit.GetComponent <Image>().sprite = cockpit1; break; case 2: cockpit.GetComponent <Image>().sprite = cockpit2; break; } switch (ProgressionScript.getReactor()) { case 0: reactor.GetComponent <Image>().sprite = reactor0; break; case 1: reactor.GetComponent <Image>().sprite = reactor1; break; case 2: reactor.GetComponent <Image>().sprite = reactor2; break; case 3: reactor.GetComponent <Image>().sprite = reactor3; break; case 4: reactor.GetComponent <Image>().sprite = reactor4; break; } switch (ProgressionScript.getRoom1()) { case 0: room1.GetComponent <Image>().sprite = room1_0; break; case 1: room1.GetComponent <Image>().sprite = room1_1; break; case 2: room1.GetComponent <Image>().sprite = room1_2; break; case 3: room1.GetComponent <Image>().sprite = room1_3; break; case 4: room1.GetComponent <Image>().sprite = room1_4; break; } switch (ProgressionScript.getRoom2()) { case 0: room2.GetComponent <Image>().sprite = room2_0; break; case 1: room2.GetComponent <Image>().sprite = room2_1; break; case 2: room2.GetComponent <Image>().sprite = room2_2; break; case 3: room2.GetComponent <Image>().sprite = room2_3; break; case 4: room2.GetComponent <Image>().sprite = room2_4; break; } switch (ProgressionScript.getRoom3()) { case 0: room3.GetComponent <Image>().sprite = room3_0; break; case 1: room3.GetComponent <Image>().sprite = room3_1; break; case 2: room3.GetComponent <Image>().sprite = room3_2; break; case 3: room3.GetComponent <Image>().sprite = room3_3; break; case 4: room3.GetComponent <Image>().sprite = room3_4; break; } switch (ProgressionScript.getRoom4()) { case 0: room4.GetComponent <Image>().sprite = room4_0; break; case 1: room4.GetComponent <Image>().sprite = room4_1; break; case 2: room4.GetComponent <Image>().sprite = room4_2; break; case 3: room4.GetComponent <Image>().sprite = room4_3; break; case 4: room4.GetComponent <Image>().sprite = room4_4; break; } switch (ProgressionScript.getRoom5()) { case 0: room5.GetComponent <Image>().sprite = room5_0; break; case 1: room5.GetComponent <Image>().sprite = room5_1; break; case 2: room5.GetComponent <Image>().sprite = room5_2; break; case 3: room5.GetComponent <Image>().sprite = room5_3; break; case 4: room5.GetComponent <Image>().sprite = room5_4; break; } switch (ProgressionScript.getRoom6()) { case 0: room6.GetComponent <Image>().sprite = room6_0; break; case 1: room6.GetComponent <Image>().sprite = room6_1; break; case 2: room6.GetComponent <Image>().sprite = room6_2; break; case 3: room6.GetComponent <Image>().sprite = room6_3; break; case 4: room6.GetComponent <Image>().sprite = room6_4; break; } }
public void showDialogue(int index) { Debug.Log("fired at " + index); hideAllDialogues(); GameObject panel = ((GameObject)dialogues[index]).transform.GetChild(0).gameObject.transform.GetChild(0).gameObject; ((GameObject)dialogues[index]).transform.GetChild(0).gameObject.SetActive(true); TextMeshProUGUI canPurchase = panel.transform.GetChild(2).GetComponent <TextMeshProUGUI>(); Inventory costInv = null; Button b = panel.transform.GetChild(3).GetComponent <Button>(); int i = 0; bool maxLevel = false; switch (index) { case 0: i = ProgressionScript.getReactor(); costInv = CostScript.getCost("reactor", i + 1); if (i >= 4) { maxLevel = true; } break; case 1: i = ProgressionScript.getCockpit(); costInv = CostScript.getCost("cockpit", i + 1); if (i >= 2) { maxLevel = true; } break; case 2: i = ProgressionScript.getRoom1(); costInv = CostScript.getCost("room1", i + 1); if (i >= 4) { maxLevel = true; } break; case 3: i = ProgressionScript.getRoom2(); costInv = CostScript.getCost("room2", i + 1); if (i >= 4) { maxLevel = true; } break; case 4: i = ProgressionScript.getRoom3(); costInv = CostScript.getCost("room3", i + 1); if (i >= 4) { maxLevel = true; } break; case 5: i = ProgressionScript.getRoom4(); costInv = CostScript.getCost("room4", i + 1); if (i >= 4) { maxLevel = true; } break; case 6: i = ProgressionScript.getRoom5(); costInv = CostScript.getCost("room5", i + 1); if (i >= 4) { maxLevel = true; } break; case 7: i = ProgressionScript.getRoom6(); costInv = CostScript.getCost("room6", i + 1); if (i >= 4) { maxLevel = true; } break; } if (MapGeneratorScript.inventory.containsInventory(costInv)) { canPurchase.text = "You can purchase this upgrade"; b.interactable = true; } else { canPurchase.text = "You cannot purchase this upgrade"; b.interactable = false; } panel.transform.GetChild(1).GetComponent <TextMeshProUGUI>().text = "Cost: " + costInv.listInventory(); panel.transform.GetChild(3).gameObject.transform.GetChild(0).GetComponent <TextMeshProUGUI>().text = "Upgrade to level " + (i + 1); if (maxLevel) { canPurchase.text = "You have already reached max level"; panel.transform.GetChild(3).gameObject.transform.GetChild(0).GetComponent <TextMeshProUGUI>().text = "Maxed out"; b.interactable = false; } }