public void assignHen(HenInfo hen) { this.henInfo = hen; Text label = GetComponentInChildren <Text>(); label.text = hen.name; }
public void updateSelection() { currentHen = henList[currentHenIndex]; portrait.updateImage(currentHen); nameText.text = currentHen.name; updateStats(); }
public void updateImage(HenInfo hen) { int i = hen.breedNumber; if (i >= 0 && i < 3) { image.sprite = breedSprites[i]; } }
private void spawnHen(HenInfo info) { //TODO fix the bug where hens occasionally spawn inside each other and this causes them to be launched upwards Vector3 position = this.transform.position + new Vector3(Random.Range(-2, 2), 0, Random.Range(-2, 2)); Hen hen = Instantiate(henPrefab, position, Quaternion.identity); if (System.Enum.IsDefined(typeof(HenBreed), info.breedNumber)) { hen.breed = (HenBreed)info.breedNumber; } hen.henName = info.name; hen.love = new Stat(hen, info.loveStat, loveIncreaseIcon); hen.size = new Stat(hen, info.sizeStat, sizeIncreaseIcon); hen.fitness = new Stat(hen, info.fitnessStat, fitnessIncreaseIcon); hen.featherQuality = new Stat(hen, info.feathersStat, featherQualityIncreaseIcon); }