public void ValueUpdated(ValueRegion.type type, int value, int index) { //print(type.ToString() + " - " + value.ToString() + " - " + index.ToString()); switch (type) { case ValueRegion.type.craftInput: if (index < (myNode as CraftingNode).inputs.Count) { (myNode as CraftingNode).inputs[index].count = value; } break; case ValueRegion.type.craftOutput: if (index < (myNode as CraftingNode).outputs.Count) { (myNode as CraftingNode).outputs[index].count = value; } break; case ValueRegion.type.craftingType: (myNode as CraftingNode).myCraftingType = craftingTypes[value]; break; case ValueRegion.type.craftingTier: (myNode as CraftingNode).tier = value; break; case ValueRegion.type.timeCost: (myNode as CraftingNode).craftingTime = value; break; } UpdateVisuals(); }
public void ValueUpdated(ValueRegion.type type, int value) { //print(type.ToString() + " - " + value.ToString() + " - " + index.ToString()); switch (type) { case ValueRegion.type.port: Debug.LogError("Port types should not use this update!"); break; case ValueRegion.type.craftingType: (myNode as CraftingNode).CraftingType = craftingTypes[value]; break; case ValueRegion.type.craftingTier: (myNode as CraftingNode).tier = value; break; case ValueRegion.type.timeCost: (myNode as CraftingNode).timeCost = value; break; } UpdateVisuals(); }
public void ValueUpdated(ValueRegion.type type, int value) { (myMaster as CraftingNodeGfx).ValueUpdated(type, value, myIndex); // Only the crafting node has updateable value regions, so we can assume this }