public bool Insert(PartSelectionBehavior _selection) { int count = this.GetCount(_selection); this.SetCount(_selection, count + 1); return(true); }
public PartSelectionBehavior Take(PartSelectionBehavior _selectionPrefab) { PartSelectionBehavior taken = null; if (this.GetCount(_selectionPrefab) > 0 || infiniteResources) { taken = _selectionPrefab; if (taken != null && !infiniteResources) { //successfully retrieved selection, decriment the count int newCount = this.GetCount(_selectionPrefab) - 1; this.SetCount(_selectionPrefab, newCount); } } return(taken); }
public void ChangeDisplayedPart(PartSelectionBehavior partInformationToDisplay) { CurrentlyDisplayedPart = partInformationToDisplay; }
private int GetCount(PartSelectionBehavior _selectionPrefab) { return(this.m_counts.getData(_selectionPrefab)); }
private void SetCount(PartSelectionBehavior _selectionPrefab, int newVal) { this.m_counts.setData(_selectionPrefab, newVal); }
void Start() { partIcon = (partIcon == null) ? (GetComponentInChildren <UnityEngine.UI.Image>()) : (partIcon); partNameText = (partNameText == null) ? (GetComponentInChildren <UnityEngine.UI.Text>()) : (partNameText); Part = Part; //initializes the current part according to it's current value }
void Start() { PartInfo = partInfo; }