/// <summary> /// Sets whether the move is a block move or not. /// </summary> /// <param name="blockMove">If set to <c>true</c> move is a block.</param> public void SetBlockMove(bool blockMove) { this.move.SetBlockMove(blockMove); activeBodypartSelector.SetBlockMove(blockMove); if (blockMove) { //Change gui labels to match move type. sliders.SetSliderStrings("Coverage", "Block"); } else { //Change gui labels to match move type. sliders.SetSliderStrings("Strength", "Speed"); } string activeBodyPartName = move.GetActiveBodypart(); if (activeBodyPartName != null) { GameObject activeBodyPart = GameObject.Find(move.GetActiveBodypart()); if (activeBodyPart != null) { activeBodyPart.GetComponent <ColorModifier> ().SetSelected(!blockMove); } GameObject shield = GameObject.Find(move.GetActiveBodypart().Replace(" ", "") + "Shield"); shield.GetComponent <SpriteRenderer> ().enabled = blockMove; } UpdateShieldScale(); }