public Sprite GetIconFromSelection() { BlockType.types type = selectedBlock.GetComponent <BlockType>().type; switch (type) { case BlockType.types.Fluffy: { return(uiFluffyImg.sprite); } break; case BlockType.types.Heavy: { return(uiHeavyImg.sprite); } break; case BlockType.types.Speedy: { return(uiSpeedyImg.sprite); } break; default: { Debug.LogError("Block type does not exist in inventory"); return(uiFluffyImg.sprite); } break; } }
public bool CheckInventoryFor(BlockType.types type) { //Check if their is a block of "type" in inventory //If inventory for requested type is larger then 0, return true else false switch (type) { case BlockType.types.Fluffy: { if (numberOfFluffys > 0) { return(true); } else { return(false); } } break; case BlockType.types.Heavy: { if (numberOfHeavys > 0) { return(true); } else { return(false); } } break; case BlockType.types.Speedy: { if (numberOfSpeedys > 0) { return(true); } else { return(false); } } break; default: { Debug.LogError("No such Type in Inventory"); return(false); } break; } }
public bool SelectedBlockIsInInventory() { //Check if their is a egnuf of "selectedBlock" in inventory //If inventory for requested type is larger then 0, return true else false BlockType.types type = selectedBlock.GetComponent <BlockType>().type; switch (type) { case BlockType.types.Speedy: { if (numberOfSpeedys > 0) { return(true); } else { return(false); } } case BlockType.types.Heavy: { if (numberOfHeavys > 0) { return(true); } else { return(false); } } case BlockType.types.Fluffy: { if (numberOfFluffys > 0) { return(true); } else { return(false); } } default: { Debug.Log("ErrorCubeDoesntExist"); return(false); } } }
public void RemoveFromInventory(BlockType.types type) { //Remove blockType from inventory //If inventory for requested type is smaller then 0, set ui to red switch (type) { case BlockType.types.Speedy: { numberOfSpeedys--; if (numberOfSpeedys < 1) { uiSpeedyTxt.color = Color.red; uiSpeedyImg.color = Color.red; } } break; case BlockType.types.Heavy: { numberOfHeavys--; if (numberOfHeavys < 1) { uiHeavyTxt.color = Color.red; uiHeavyImg.color = Color.red; } } break; case BlockType.types.Fluffy: { numberOfFluffys--; if (numberOfFluffys < 1) { uiFluffyTxt.color = Color.red; uiFluffyImg.color = Color.red; } } break; default: { Debug.Log("Error : Blockcolor does not exist " + transform.name); } break; } UpdateUiText(); }
void ToggleColor() { switch (currentBlock) { case BlockType.types.Fluffy: currentBlock = BlockType.types.Heavy; break; case BlockType.types.Heavy: currentBlock = BlockType.types.Speedy; break; case BlockType.types.Speedy: currentBlock = BlockType.types.Fluffy; break; default: currentBlock = BlockType.types.Fluffy; break; } }
public void TogggleBlock() { //Hej Cristian!! //Den här funktionene sätter "selectedBlock" och scalar inventory //Först nollställ alla UI bilders scala uiFluffyImg.rectTransform.localScale = Vector3.one; uiHeavyImg.rectTransform.localScale = Vector3.one; uiSpeedyImg.rectTransform.localScale = Vector3.one; SetSemiTransperent(uiFluffyImg); SetSemiTransperent(uiHeavyImg); SetSemiTransperent(uiSpeedyImg); //Kolla vilken typ det är, set valt block, skala ui bild BlockType.types type = selectedBlock.GetComponent <BlockType>().type; switch (type) { case BlockType.types.Fluffy: { selectedBlock = speedyBlock; SetFirst(uiSpeedyImg, uiSpeedyTxt); SetSecond(uiHeavyImg, uiHeavyTxt); SetThird(uiFluffyImg, uiFluffyTxt); } break; case BlockType.types.Heavy: { selectedBlock = fluffyBlock; SetFirst(uiFluffyImg, uiFluffyTxt); SetSecond(uiSpeedyImg, uiSpeedyTxt); SetThird(uiHeavyImg, uiHeavyTxt); } break; case BlockType.types.Speedy: { selectedBlock = heavyBlock; SetFirst(uiHeavyImg, uiHeavyTxt); SetSecond(uiFluffyImg, uiFluffyTxt); SetThird(uiSpeedyImg, uiSpeedyTxt); } break; default: { Debug.LogError("Block type does not exist in inventory"); selectedBlock = speedyBlock; SetFirst(uiSpeedyImg, uiSpeedyTxt); SetSecond(uiHeavyImg, uiHeavyTxt); SetThird(uiFluffyImg, uiFluffyTxt); } break; } }
public void AddToInventory(BlockType.types type, int amount) { //Add a "amount" of blocks "Type" to inventory //Set ui to normal if inventory is larger then 0 switch (type) { case BlockType.types.Speedy: { numberOfSpeedys += amount; if (numberOfSpeedys > 0) { uiSpeedyImg.color = Color.white; uiSpeedyTxt.color = Color.white; if (selectedBlock != speedyBlock) { SetSemiTransperent(uiSpeedyImg); } } UpdateUiText(); } break; case BlockType.types.Heavy: { numberOfHeavys += amount; if (numberOfHeavys > 0) { uiHeavyImg.color = Color.white; uiHeavyTxt.color = Color.white; if (selectedBlock != heavyBlock) { SetSemiTransperent(uiHeavyImg); } } UpdateUiText(); } break; case BlockType.types.Fluffy: { numberOfFluffys += amount; if (numberOfFluffys > 0) { uiFluffyImg.color = Color.white; uiFluffyTxt.color = Color.white; if (selectedBlock != fluffyBlock) { SetSemiTransperent(uiFluffyImg); } } UpdateUiText(); } break; default: Debug.Log("Error : Blockcolor does not exist " + transform.name); break; } }