public override IEnumerable <string> GetValueString() { List <string> result = new List <string>(); result.Add(FuncName); result.Add(Value1.ToString()); result.Add(Value2.ToString()); result.Add(Value3.ToString()); result.Add(Value4.ToString()); return(result); }
void Update() { Value1 = Slot1.GetComponent <SnapDropZoneOverride>().thisStack.Count; Value2 = Slot2.GetComponent <SnapDropZoneOverride>().thisStack.Count; Value3 = Slot3.GetComponent <SnapDropZoneOverride>().thisStack.Count; if (Value1 > 0) { //Rather than using '4' to show the maximum amount, we use 'M' or 'MAX' to indicate that the player that you can no longer put anymore utensils inside. if (Value1 == 4) { counter.gameObject.SetActive(true); //Rather than setting it to the current value, if the value is 4, the value will be set to 'M'. counter.text = "M"; } else { counter.gameObject.SetActive(true); //Else, any value than 4, will display its current number. counter.text = Value1.ToString(); } } else { counter.gameObject.SetActive(false); } if (Value2 > 0) { //Rather than using '4' to show the maximum amount, we use 'M' or 'MAX' to indicate that the player that you can no longer put anymore utensils inside. if (Value2 == 4) { counter2.gameObject.SetActive(true); //Rather than setting it to the current value, if the value is 4, the value will be set to 'M'. counter2.text = "M"; } else { counter2.gameObject.SetActive(true); //Else, any value than 4, will display its current number. counter2.text = Value2.ToString(); } } else { counter2.gameObject.SetActive(false); } if (Value3 > 0) { //Rather than using '4' to show the maximum amount, we use 'M' or 'MAX' to indicate that the player that you can no longer put anymore utensils inside. if (Value3 == 4) { counter3.gameObject.SetActive(true); //Rather than setting it to the current value, if the value is 4, the value will be set to 'M'. counter3.text = "M"; } else { counter3.gameObject.SetActive(true); //Else, any value than 4, will display its current number. counter3.text = Value3.ToString(); } } else { counter3.gameObject.SetActive(false); } }