private void SetReconstructButton(ReconstructButtonStatus status) { reconstructStatus = status; switch (status) { case ReconstructButtonStatus.Valid: reconstructText.color = Color.green; reconstructText.text = !editorMode ? "RECONSTRUCT" : "CONFIRM CHARACTER BLUEPRINT"; break; case ReconstructButtonStatus.PartInvalidPosition: reconstructText.color = Color.red; reconstructText.text = "A PART IS IN AN INVALID POSITION"; break; case ReconstructButtonStatus.NotEnoughCredits: reconstructText.color = Color.red; reconstructText.text = "NOT ENOUGH CREDITS"; break; case ReconstructButtonStatus.PastSkillsLimit: reconstructText.color = Color.red; reconstructText.text = "TOO MANY SKILLS"; break; case ReconstructButtonStatus.PastSpawnsLimit: reconstructText.color = Color.red; reconstructText.text = "TOO MANY SPAWNS"; break; case ReconstructButtonStatus.PastWeaponsLimit: reconstructText.color = Color.red; reconstructText.text = "TOO MANY WEAPONS"; break; case ReconstructButtonStatus.PastPassivesLimit: reconstructText.color = Color.red; reconstructText.text = "TOO MANY PASSIVES"; break; case ReconstructButtonStatus.PartTooHeavy: reconstructText.color = Color.red; reconstructText.text = "A PART IS TOO HEAVY FOR YOUR CORE"; break; } }
private void SetReconstructButton(ReconstructButtonStatus status) { switch (status) { case ReconstructButtonStatus.Valid: reconstructImage.color = reconstructText.color = Color.green; reconstructText.text = "Reconstruct"; break; case ReconstructButtonStatus.PartInvalidPosition: reconstructImage.color = reconstructText.color = Color.red; reconstructText.text = "A part is in an invalid position!"; break; case ReconstructButtonStatus.PastPartLimit: reconstructImage.color = reconstructText.color = Color.red; reconstructText.text = "Core cannot handle so many parts!"; break; } }