public void OnRoomNameTextEndEdit() { string newName = tif_roomName.text; // MAY rename! if (RoomSaverLoader.MayRenameRoomFile(room, newName)) { // Rename the room file, and reload all RoomDatas! RoomSaverLoader.RenameRoomFile(room, newName); dataManager.ReloadWorldDatas(); // Save that this is the most recent room we've been to! SaveStorage.SetString(SaveKeys.LastPlayedRoomKey(room.WorldIndex), newName); dataManager.currRoomData = dataManager.GetRoomData(room.WorldIndex, room.RoomKey, false); // Reload the scene for safety. SceneHelper.ReloadScene(); } // May NOT rename. else { ResetRoomNameText(); } }
public void OnRoomNameTextChanged() { // Change color if there's a naming conflict! string newName = tif_roomName.text; Color color; if (newName == room.RoomKey) { color = new Color(0, 0, 0, 0.4f); } // Same name? Black. else if (RoomSaverLoader.MayRenameRoomFile(room, newName)) { color = new Color(130 / 255f, 160 / 255f, 40 / 255f); } // Can rename? Green! else { color = new Color(140 / 255f, 55 / 255f, 40 / 255f); } // CAN'T rename? Red. // Apply the color. foreach (TextMeshProUGUI t in tif_roomName.GetComponentsInChildren <TextMeshProUGUI>()) { t.color = color; } }