/// <summary> /// Returns a visual style that matches the input aesthetic. /// </summary> /// <param name="_aesthetic">Aesthetic of the style you want returned.</param> /// <returns></returns> VisualStyle GetStyle(Aesthetic _aesthetic) { for (int indexA = 0; indexA < styles.Count; ++indexA) { if (styles[indexA].aesthetic == _aesthetic) { return(styles[indexA]); } } Debug.LogWarning("Style with aesthetic " + _aesthetic + " does not exist!"); return(styles[0]); }
/// <summary> /// Sets the current aesthetic to the input, then updates all instant aspects of the game's visual style. /// </summary> /// <param name="_aesthetic">The aesthetic to be set.</param> public void SetAesthetic(Aesthetic _aesthetic) { //Disable the current particles. curStyle.particleObject.SetActive(false); //Update Style info curStyle = GetStyle(_aesthetic); curAesthetic = _aesthetic; //Update all the relevant UI to match style. impactUI.SetFont(curStyle.impactFont); impactUI.SetAnimString(curStyle.impactAnim); pointsUI.font = curStyle.font; instructionUI.font = curStyle.font; curStyle.particleObject.SetActive(true); SetActiveWordFonts(); }