public void Start() { StartTime = Time.time; //Get Handle to Camera Effect Classes compositeCamera = Camera.main.GetComponent <OutlineComposite>(); prepassCamera = Camera.main.GetComponentInChildren <OutlinePrePass>(); //Fade in for beginning of level StartCoroutine(FadeViewIn()); //Get Handle to BlockPlacer BlockPlacer = GetComponent <BlockPlaceManager>(); BlockPlacer.BlocksPlacedEventHandler += BlocksUI.c_newBlockPlacedEvent; BlockPlacer.BlocksPlacedEventHandler += this.c_newBlockPlacedEvent; //set BlockPlacer Starting Block Counts BlockPlacer.AddAvailableBlocks(BlockTypes.Clay, 5); BlockPlacer.AddAvailableBlocks(BlockTypes.Dirt, 5); BlockPlacer.AddAvailableBlocks(BlockTypes.Steel, 5); BlockPlacer.AddAvailableBlocks(BlockTypes.Clay, 20); BlockPlacer.AddAvailableBlocks(BlockTypes.Cloud, 1); //set Block UI Starting Block Counts //these ones are for testing...make sure to remove BlocksUI.AddBlocks(BlockTypes.Clay, 5); BlocksUI.AddBlocks(BlockTypes.Dirt, 5); BlocksUI.AddBlocks(BlockTypes.Steel, 5); BlocksUI.AddBlocks(BlockTypes.Clay, 20); BlocksUI.AddBlocks(BlockTypes.Cloud, 1); }
public void c_newBlockGatheredEvent(object sender, BlockGatheredEventInfo e) { //update UI BlocksUI.AddBlocks(e.Type, e.Count); //Update Block Placement Manager BlockPlacer.AddAvailableBlocks(e.Type, e.Count); //Update LevelStats currentStats.BlocksCollected += e.Count; //Verify UI and Block Placement Manager are in sync?? }