// Start is called before the first frame update void Start() { Assert.IsNotNull(PanelMelee, "The Melee Panel has not been added to the Weapon UI."); Assert.IsNotNull(PanelRange, "The Range Panel has not been added to the Weapon UI."); Assert.IsNotNull(InputStrength, "The Strength Input has not been added to the Weapon UI."); Assert.IsNotNull(DropdownStrength, "The Strength Dropdown has not been added to the Weapon UI."); Assert.IsNotNull(InputAP, "The AP Input has not been added to the Weapon UI."); Assert.IsNotNull(DropdownAP, "The AP Dropdown has not been added to the Weapon UI."); Assert.IsNotNull(InputDamage, "The Damage Input has not been added to the Weapon UI."); Assert.IsNotNull(DropdownDamage, "The Damage Dropdown has not been added to the Weapon UI."); Assert.IsNotNull(InputRange, "The Range Input has not been added to the Weapon UI."); Assert.IsNotNull(DropdownRange, "The Range Dropdown has not been added to the Weapon UI."); Assert.IsNotNull(InputShots, "The Shots Input has not been added to the Weapon UI."); Assert.IsNotNull(DropdownShots, "The Shots Dropdown has not been added to the Weapon UI."); Assert.IsNotNull(panelAddRules, "The Rules Panel has not been added to the Weapon UI."); Assert.IsNotNull(contentRules, "The Rules Content ui object has not been added to the Weapon UI."); Assert.IsNotNull(buttonWeaponRule, "The Rule Button has not been added to the Weapon UI."); Assert.IsNotNull(panelRulesAdded, "The Rules Added panel has not been added to the Weapon UI."); Assert.IsNotNull(panelRemoveRule, "The Remove Rule panel has not been added to the Weapon UI."); Assert.IsNotNull(buttonSave, "The Save Button has not been added to the Weapon UI."); Assert.IsNotNull(panelNameCheck, "The Name Check Panel has not been added to the Weapon UI."); Assert.IsNotNull(buttonLoad, "The Load Button has not been added to the Weapon UI."); Assert.IsNotNull(panelLoad, "The Load Panel has not been added to the Weapon UI."); Assert.IsNotNull(contentLoad, "The Load Content ui object has not been added to the Weapon UI."); instance = GameManager.instance; Assert.IsNotNull(instance, "The Weapon UI could not find the Game Manager."); loader = gameObject.GetComponent <WeaponLoader>(); Assert.IsNotNull(loader, "The Weapon UI could not find the Weapon Loader."); manager = gameObject.GetComponent <WeaponRuleManager>(); Assert.IsNotNull(manager, "The Weapon UI could not find the Weapon Rule Manager."); messenger = FindObjectOfType <WeaponMessenger>(); Assert.IsNotNull(messenger, "The Weapon UI could not find the Weapon Messenger."); setter = gameObject.GetComponent <WeaponSetter>(); Assert.IsNotNull(setter, "The Weapon UI could not find the Weapon Setter."); defaultColor = InputRange.GetComponentInChildren <Text>().color; if (instance.Weapons.Count > 0) { buttonLoad.interactable = true; } StartCoroutine(messenger.DisplayMessage("Fill in the weapon's profile.")); }
public void ResetLoad(int weaponToLoad) { Weapon weapon = instance.Weapons[weaponToLoad]; setter.Name = weapon.Name; ui.InputName.text = setter.Name; Debug.Log("Weapon name is " + setter.Name); setter.Type = (int)weapon.WeaponType; ui.DropdownType.value = setter.Type; setter.StrengthIsVar = weapon.StrengthIsVar; if (setter.StrengthIsVar) { setter.VarStrength = (int)weapon.VarStrength; } else { setter.Strength = weapon.Strength; } setter.APIsVar = weapon.APIsVar; if (setter.APIsVar) { setter.VarAP = (int)weapon.VarAP; } else { setter.AP = weapon.AP; } setter.DamageIsVar = weapon.DamageIsVar; if (setter.DamageIsVar) { setter.VarDamage = (int)weapon.VarDamage; } else { setter.Damage = weapon.Damage; } if (setter.Type >= 2) { setter.RangeIsVar = weapon.RangeIsVar; if (setter.RangeIsVar) { setter.VarRange = (int)weapon.VarRange; } else { setter.Range = weapon.Range; } setter.ShotsAreVar = weapon.ShotsAreVar; if (setter.ShotsAreVar) { setter.VarShots = (int)weapon.VarShots; } else { setter.Shots = weapon.Shots; } } ui.ClearRulePanel(); ui.LoadRulesIntoRulePanel(weapon); ui.UpdateUI(); ui.ManageRulePanel(); messenger.DisplayMessage("Weapon loaded."); }
bool DataCheck() { if (setter.Name.Length == 0) { StartCoroutine(messenger.DisplayMessage("You must enter a Name for the weapon.", WeaponMessenger.MessageType.error)); return(false); } if (setter.Type == 0) { StartCoroutine(messenger.DisplayMessage("You must select the weapon's type.", WeaponMessenger.MessageType.error)); return(false); } if (!setter.StrengthIsVar) { if (setter.Strength <= 0) { StartCoroutine(messenger.DisplayMessage("Strength must be a positive number.", WeaponMessenger.MessageType.error)); return(false); } } if (!setter.APIsVar) { if (setter.AP > 0) { StartCoroutine(messenger.DisplayMessage("AP cannot be a positive number.", WeaponMessenger.MessageType.error)); return(false); } } if (setter.DamageIsVar) { if (setter.VarDamage == 0) { StartCoroutine(messenger.DisplayMessage("You must select the weapon's Damage.", WeaponMessenger.MessageType.error)); return(false); } } else { if (setter.Damage <= 0) { StartCoroutine(messenger.DisplayMessage("Damage must be a positive number.", WeaponMessenger.MessageType.error)); return(false); } } if (setter.Type >= 2) { if (setter.RangeIsVar) { if (setter.VarRange == 0) { StartCoroutine(messenger.DisplayMessage("You must select the weapon's Range.", WeaponMessenger.MessageType.error)); return(false); } } else { if (setter.Range <= 0) { StartCoroutine(messenger.DisplayMessage("Range must be a positive number.", WeaponMessenger.MessageType.error)); return(false); } } if (!setter.ShotsAreVar) { if (setter.Shots <= 0) { StartCoroutine(messenger.DisplayMessage("Shots must be a positive number.", WeaponMessenger.MessageType.error)); return(false); } } } return(true); }