public void Setup(string id, State zState = State.New, int zSeverity = 1) { if (_incidentManager == null) { _incidentManager = GameObject.Find("TurnManager").GetComponent <IncidentManager>(); } //set up the case to show the relevant info caseNumber = id; m_state = zState; severityNumber = zSeverity; CaseImage.color = m_state == State.New ? _incidentManager.GetSeverityColor(0) : _incidentManager.GetSeverityColor(severityNumber); highlightObject.SetActive(false); }
private void CreateElement(IncidentHistoryElement element, float offset, bool isCurrent = true) { var go = Instantiate(IncidentHistoryElement); var setup = go.GetComponent <IncidentHistoryUISetup>(); var rectTransform = go.GetComponent <RectTransform>(); go.transform.SetParent(this.transform); rectTransform.anchorMin = Vector2.zero; rectTransform.anchorMax = Vector2.one; rectTransform.offsetMin = Vector2.zero; rectTransform.offsetMax = Vector2.zero; rectTransform.localScale = Vector3.one; var sprite = setup.Icon.sprite; if (!isCurrent) { setup.Icon.gameObject.SetActive(true); switch (element.PlayerDecision) { case global::IncidentHistoryElement.Decision.Ignore: sprite = WaitSprite; break; case global::IncidentHistoryElement.Decision.Citizen: sprite = CitizenSprite; break; case global::IncidentHistoryElement.Decision.Officer: sprite = OfficerSprite; break; } } else { setup.Icon.gameObject.SetActive(false); setup.DropDownImage.localRotation = Quaternion.Euler(0f, 0f, 270f); } if (_incidentManager == null) { _incidentManager = GameObject.Find("TurnManager").GetComponent <IncidentManager>(); } setup.Setup(element.Type, element.Description, sprite, _totalElements, _incidentManager.GetSeverityColor(element.Severity)); setup.Header.anchoredPosition3D = new Vector3(0f, offset, 0f); _setupObjects.Add(setup); _offset -= setup.Header.rect.height; }