public void SetTankLevel(TankLevel tankLevel) { currentLevel = tankLevel; int currentLevelIndex = level.IndexOf(currentLevel); //Das Level dass wir wissen wollen, nehmen wir aus der Liste "level" heraus die wie oben erstellt haben GameObject levelDisplay = level[currentLevelIndex].display; //diese Schleife Aktiviert bzw deaktiviert Tanks, das kontrollieren wir mit der Liste for (int i = 0; i < level.Count; i++) { if (levelDisplay != null) { if (i == currentLevelIndex) { //Aktiviert Tanks, sodass zb. Level 3 sichtbar wird level[i].display.SetActive(true); } else { //Deaktiviert Tanks, also zb. deaktiviert 2 wenn man auf Level 3 upgraded level[i].display.SetActive(false); } } } }
public void IncreaseLevel() //erhöht Level des Tanks { int currentLevelIndex = level.IndexOf(currentLevel); if (currentLevelIndex < level.Count - 1) { currentLevel = level[currentLevelIndex + 1]; SetTankLevel(currentLevel); } }
public Vehicle(string licensePlate, Model model, Branch branch, TankLevel tankLevel, int mileage, Customer customer) { this.licensePlate = licensePlate; this.model = model; this.branch = branch; this.tankLevel = tankLevel; this.mileage = mileage; this.customer = customer; }
public Vehicle(string licensePlate, Model model, Branch branch, TankLevel tankLevel, int mileage, Customer customer) { this.LicensePlate = licensePlate; this.model.Entity = model; this.branch.Entity = branch; this.TankLevel = tankLevel; this.Mileage = mileage; this.customer.Entity = customer; }
private bool CanUpgradeTank() //kann er upgraden? { if (tank != null) { TankData data = tank.GetComponent <TankData>(); TankLevel nextLevel = data.GetNextTankLevel(); if (nextLevel != null) { return(true); } } return(false); }
public void OnSkinSelection(TankLevel _tankLevel) { _tankLevel.display = _tankLevel.displaySkin; }
private void OnEnable() { currentLevel = level[0]; SetTankLevel(currentLevel); }