/* ------------- Glyph sequences ------------ */ public void glyphPressed(int glyphId) { if (!waitingForGlyphs) { return; } GlyphType type = glyphOrder [currGlyphInSeq]; switch (type) { case GlyphType.Hat: Debug.Log("Selected hat " + glyphId); currSequence.hat = glyphId; break; case GlyphType.Poncho: Debug.Log("Selected poncho " + glyphId); currSequence.poncho = glyphId; break; case GlyphType.Action: currSequence.action = glyphId % 2 == 0 ? ActionGlyph.Down : ActionGlyph.Up; Debug.Log("Selected action " + currSequence.action); break; } currGlyphInSeq++; currentGlyphIdSequence.Add(glyphId); principalSymbolSet.renderGlyphs(currentGlyphIdSequence); if (currGlyphInSeq >= glyphOrder.Count) { CompleteGlyphSequence(); } }