private void SetSelected(BaseBonusSlot slot, bool selected) { if (selected) { UnDisplayedBonusDescription(slot); SetAllSelectedToFalse(false); slot.IsSelected(false); } else { SetAllSelectedToFalse(true); slot.IsSelected(true); DisplayedBonusDescription(slot); } }
private void DisplayedBonusDescription(BaseBonusSlot bonusSlot) { Reset(); //title DisplayDescriptionBox(true); SetTitleText(bonusSlot.TITLE, INST_BONUS); //description bonus_description.SetActive(true); text_bonus_charm.text = string.Format("{0:p2}", playerAction.GetTotalBonusCharm()); text_bonus_base_bootupProject.text = string.Format("{0:p2}", playerAction.GetTotalBonusBootUpProject()); text_bonus_golden_bootupProject.text = string.Format("{0:p2}", playerAction.GetTotalBonusBootUpProjectGoldenTime()); text_bonus_base_bootupMotivation.text = string.Format("{0:p2}", playerAction.GetTotalBonusBootUpMotivation()); text_bonus_golden_bootupMotivation.text = string.Format("{0:p2}", playerAction.GetTotalBonusBootUpMotivationGoldenTime()); text_bonus_base_energy.text = string.Format("{0:p2}", playerAction.GetTotalBonusReduceEnergyConsume()); text_bonus_golden_energy.text = string.Format("{0:p2}", playerAction.GetTotalBonusReduceEnergyConsumeGoldenTime()); text_bonus_bug_chance.text = string.Format("{0:p2}", playerAction.GetTotalBonusReduceBugChance()); text_bonus_time_course.text = string.Format("{0:p2}", playerAction.GetTotalBonusReduceTimeCourse()); text_bonus_time_transport.text = string.Format("{0:p2}", playerAction.GetTotalBonusReduceTimeTransport()); text_bonus_drop_rate.text = string.Format("{0:p2}", playerAction.GetTotalBonusIncreaseDropRate()); }
private void UnDisplayedBonusDescription(BaseBonusSlot bonusSlot) { DisplayDescriptionBox(false); bonus_description.SetActive(false); }
private void SelectedBonusDisplayed(BaseBonusSlot bonusSlot, bool selected) { SetSelected(bonusSlot, selected); }