public void UpdateStatus(Creature.Status status) { int x = 0; switch (status) { case Creature.Status.Dead: x = 0; break; case Creature.Status.Normal: x = 1; break; case Creature.Status.Elite: x = 2; break; } for (int i = 0; i < group.Length; i++) { if (i == x) { group[i].isChecked = true; } else { group[i].isChecked = false; } group[i].UpdateCheckBox(); } }
public void checkBoxClicked(int x) { switch (x) { case 0: status = Creature.Status.Dead; linkedCreature.status = status; linkedCreature.healthBar.SetActive(false); // Check to see if all of that type are dead (get the initiative bar to do the check) gameController.creatureDispatcher.RemoveCreature(creatureList); linkedCreature.conditions.Clear(); break; case 1: status = Creature.Status.Normal; linkedCreature.status = status; linkedCreature.healthBar.SetActive(true); linkedCreature.healthBar.GetComponent <HealthBarController>().UpdateHealthBarWithNormalStats(); gameController.creatureDispatcher.AddCreature(creatureList); linkedCreature.conditions.Clear(); linkedCreature.healthBar.GetComponent <HealthBarController>().UpdateConditionPanel(); break; case 2: status = Creature.Status.Elite; linkedCreature.status = status; linkedCreature.healthBar.SetActive(true); linkedCreature.healthBar.GetComponent <HealthBarController>().UpdateHealthBarWithEliteStats(); gameController.creatureDispatcher.AddCreature(creatureList); linkedCreature.conditions.Clear(); linkedCreature.healthBar.GetComponent <HealthBarController>().UpdateConditionPanel(); break; } for (int i = 0; i < group.Length; i++) { if (i == x) { group[i].isChecked = true; } else { group[i].isChecked = false; } group[i].UpdateCheckBox(); } }