private void Construct(LevelContainer levelContainer, PlayerController playerController, LockerController lockerController) { m_levelContainer = levelContainer; m_player = playerController; m_lockerController = lockerController; Instance = this; }
private Locker CreateTestLockerWithSlots(LockerController lockerController, int numSlots, Size slotSize) { var locker = lockerController.Create(Guid.NewGuid().ToString()); for (int i = 0; i < numSlots; i++) { lockerController.Create(locker, slotSize); } return(locker); }
public void startCloseIntroDialog(LockerController _lockerObj) { lockerObj = _lockerObj; DialogSystem.character[] nameString = { DialogSystem.character.SYSTEM }; string[] dialogString = new string[] { "It is a locker." }; //dsObj.startDialog(nameString, dialogString); showBigIcon(nameString, dialogString, 1, closeLockerSprite); }
public void startSuccessDialog(LockerController _lockerObj) { lockerObj = _lockerObj; DialogSystem.character[] nameString = { DialogSystem.character.PLAYER }; string[] dialogString = new string[] { "Oh yes! I got it!" }; //dsObj.startDialog(nameString, dialogString); showBigIcon(nameString, dialogString, 4, openLockerSprite); }
public void startOpenIntroDialog(LockerController _lockerObj) { lockerObj = _lockerObj; DialogSystem.character[] nameString = { DialogSystem.character.SYSTEM }; string[] dialogString = new string[] { "The locker is opened" }; //dsObj.startDialog(nameString, dialogString); showBigIcon(nameString, dialogString, 2, openLockerSprite); }
public void startFailDialog(LockerController _lockerObj) { lockerObj = _lockerObj; DialogSystem.character[] nameString = { DialogSystem.character.SYSTEM, DialogSystem.character.PLAYER }; string[] dialogString = new string[] { "There is no reaction", "There must be expensive things in the locker,\n I wish I know the password..." }; //dsObj.startDialog(nameString, dialogString); showBigIcon(nameString, dialogString, 2, closeLockerSprite); }