// Get the sprite of diamond orbs UI, flag true is diamond orbs have obtained and flag false is otherwise public Sprite GetSprite(GameVariables.Orbs orbsType, bool flag) { switch (orbsType) { case GameVariables.Orbs.RED: return(diamondOrbsSprite[flag ? 1 : 0]); case GameVariables.Orbs.YELLOW: return(diamondOrbsSprite[flag ? 3 : 2]); case GameVariables.Orbs.GREEN: return(diamondOrbsSprite[flag ? 5 : 4]); case GameVariables.Orbs.BLUE: return(diamondOrbsSprite[flag ? 7 : 6]); default: return(null); } }
// update diamond orbs public void SetDiamondOrbs(GameVariables.Orbs orbsType) { switch (orbsType) { case GameVariables.Orbs.RED: diamondOrbsImage[0].sprite = diamondSpriteData.GetSprite(orbsType, true); break; case GameVariables.Orbs.YELLOW: diamondOrbsImage[1].sprite = diamondSpriteData.GetSprite(orbsType, true); break; case GameVariables.Orbs.GREEN: diamondOrbsImage[2].sprite = diamondSpriteData.GetSprite(orbsType, true); break; case GameVariables.Orbs.BLUE: diamondOrbsImage[3].sprite = diamondSpriteData.GetSprite(orbsType, true); break; } }
// To save the diamond orbs status depending on what has been obtained public void Release(GameVariables.Orbs orbs) { orbsStatus[diamondOrbs.IndexOf(orbs)] = true; FinishCheck(); }