public static bool TryGetObjectsOfType <T>(out T[] objectsFound) where T : Object { objectsFound = Object.FindObjectsOfType <T>(); if (objectsFound == null || objectsFound.Length == 0) { Logger.LogError($"Couldn't find any objects of type '{typeof(T).Name}'."); } return(objectsFound != null && objectsFound.Length > 0); }
public static bool TryGetObjectsWithTag(string tag, out GameObject[] objectsFound) { objectsFound = GameObject.FindGameObjectsWithTag(tag); if (objectsFound == null) { Logger.LogError($"Couldn't find any objects with tag '{tag}'."); } return(objectsFound != null); }
public ActivePowerup GetActivePowerup(int index) { if (index < 0 || index >= ActivePowerupsCount) { Logger.LogError($"There's no active powerup at index({index})."); return(new ActivePowerup()); } return(activePowerups[index]); }
public static bool TryGetObjectOfType <T>(out T objectFound) where T : Object { objectFound = Object.FindObjectOfType <T>(); if (objectFound == null) { Logger.LogError($"Couldn't find an object of type '{typeof(T).Name}'."); } return(objectFound != null); }
public EnemySpawnInfo GetEnemy(int index) { if (index < 0 || index >= EnemyCount) { Logger.LogError($"The index ({index}) was out of bounds of the 'enemiesToSpawn' array."); return(null); } return(enemiesToSpawn[index]); }
private void Start() { if (startWeapon == null) { Logger.LogError("No start weapon was specified. Please assign a start weapon."); } else { ChangeWeapon(startWeapon); } }
/// <summary> /// Selects the specified <paramref name="ship"/>. /// <para> /// Returns a <see cref="bool"/> which indicates whether it was successful, and a <see cref="string"/> with the error message if unsuccessful. /// </para> /// </summary> /// <param name="ship">The ship to select.</param> /// <returns>A <see cref="bool"/> which indicates whether it was successful, and a <see cref="string"/> with the error message if unsuccessful.</returns> public (bool, string) SelectShip(PlayerShipData ship) { (bool success, string error) = SaveState.SelectShip(ship.Id); if (success) { SelectedShipChanged?.Invoke(ship); } else { Logger.LogError(error); } return(success, error); }
private void RefreshUI() { if (!representedShip) { Logger.LogError("Failed to refresh UI. Missing reference to player ship data."); return; } icon.sprite = representedShip.Sprite; nameLabel.text = representedShip.DisplayName; healthLabel.text = representedShip.Health.ToString(); accelerationLabel.text = representedShip.Speed.ToString(); shieldLabel.text = representedShip.Shield.ToString(); priceLabel.text = representedShip.Price.ToString(); // Check if owned and then hide the price if it is. CheckOwnedState(); HighlightButton(); RefreshStatsColor(); }
private void Awake() { GameObject playerObject = GameObject.FindWithTag("Player"); if (!playerObject) { Logger.LogError("Could not find player object."); return; } if (!playerObject.TryGetComponent(out healthComponent)) { Logger.LogError("Could not find Health component on player object."); } if (!playerObject.TryGetComponent(out shieldComponent)) { Logger.LogError("Could not find Shield component on player object."); } }