//Applies selected difficulty setting public void SetDifficulty(LockDifficulty insert_Difficulty) { if (!m_Shell_Visual_Ref || !m_Plug_Visual_Ref) { Debug.LogError("[Error] Lock Visual references incomplete! Could not set game difficulty."); return; } if (!m_Opaque_Grey || !m_Opaque_Yellow || !m_Translucent_Grey || !m_Translucent_Yellow) { Debug.LogError("[Error] Material references incomplete! Could not set game difficulty."); return; } switch (insert_Difficulty) { case LockDifficulty.Default: m_Lockpick_Game_Difficulty = LockDifficulty.Easy; m_Plug_Visual_Ref.material = m_Translucent_Yellow; m_Shell_Visual_Ref.material = m_Translucent_Grey; break; case LockDifficulty.Easy: m_Lockpick_Game_Difficulty = LockDifficulty.Easy; m_Plug_Visual_Ref.material = m_Translucent_Yellow; m_Shell_Visual_Ref.material = m_Translucent_Grey; break; case LockDifficulty.Medium: m_Lockpick_Game_Difficulty = LockDifficulty.Medium; m_Plug_Visual_Ref.material = m_Opaque_Yellow; m_Shell_Visual_Ref.material = m_Translucent_Grey; break; case LockDifficulty.Hard: m_Lockpick_Game_Difficulty = LockDifficulty.Hard; m_Plug_Visual_Ref.material = m_Opaque_Yellow; m_Shell_Visual_Ref.material = m_Opaque_Grey; break; default: m_Lockpick_Game_Difficulty = LockDifficulty.Easy; m_Plug_Visual_Ref.material = m_Translucent_Yellow; m_Shell_Visual_Ref.material = m_Translucent_Grey; break; } }
//Checks selected dificulty from the difficulty drop down UI and applies the corresponding settings. public void ReadDifficulty() { if (!m_Shell_Visual_Ref || !m_Plug_Visual_Ref) { Debug.LogError("[Error] Lock Visual references incomplete! Could not set game difficulty."); return; } if (!m_Opaque_Grey || !m_Opaque_Yellow || !m_Translucent_Grey || !m_Translucent_Yellow) { Debug.LogError("[Error] Material references incomplete! Could not set game difficulty."); return; } if (!m_Difficulty_Dropdown_Result) { Debug.LogError("{Error] ..."); return; } switch (m_Difficulty_Dropdown_Result.text) { case "Easy": m_Lockpick_Game_Difficulty = LockDifficulty.Easy; m_Plug_Visual_Ref.material = m_Translucent_Yellow; m_Shell_Visual_Ref.material = m_Translucent_Grey; break; case "Medium": m_Lockpick_Game_Difficulty = LockDifficulty.Medium; m_Plug_Visual_Ref.material = m_Opaque_Yellow; m_Shell_Visual_Ref.material = m_Translucent_Grey; break; case "Hard": m_Lockpick_Game_Difficulty = LockDifficulty.Hard; m_Plug_Visual_Ref.material = m_Opaque_Yellow; m_Shell_Visual_Ref.material = m_Opaque_Grey; break; default: m_Plug_Visual_Ref.material = m_Translucent_Yellow; m_Shell_Visual_Ref.material = m_Translucent_Grey; break; } }