/// <summary> /// Initialises the emergency actors /// </summary> public void Setup() { EmergencyLight = GetNode <EmergencyLight>("EmergencyLight"); EmergencyLight.Update(false, 0); Pressure = GetNode <BubbleSprite>("Pressure"); Battery = GetNode <BubbleSprite>("Capacitor"); }
/// <summary> /// Initializes the decoration node /// </summary> public void Initialise() { _crashParticles = GetNode <Particles>("CrashSparkles"); _flashLight = GetNode <Light>("FlashLight"); _flashSprite = GetNode <BubbleSprite>("FlashSprite"); _errorLight = GetNode <Light>("ErrorLight"); _errorSprite1 = GetNode <BubbleSprite>("ErrorSprite1"); _errorSprite2 = GetNode <BubbleSprite>("ErrorSprite2"); }
public void Initialise() { Report = new DynamicCarReport(); LastCarModel++; if (LastCarModel >= CarModels.Length) { LastCarModel = 0; } MeshInstance mesh = (MeshInstance)((PackedScene)GD.Load(CarModels[LastCarModel])).Instance(); AddChild(mesh); _bubble = GetNode <BubbleSprite>("BubbleSprite"); }
/// <summary> /// Display a bubble sprite next to the customer /// </summary> /// <param name="bubble"></param> public void DisplayBubble(BubbleSprite bubble) { switch (bubble) { case BubbleSprite.None: Bubble.sprite = null; break; case BubbleSprite.Cash: Bubble.sprite = cashCollectionBubble; break; case BubbleSprite.Machine: Bubble.sprite = cashRegisterBubble; break; case BubbleSprite.Table: Bubble.sprite = tableBubble; break; default: break; } }