void ShowModule(GameTypes.ModuleType module) { fuelPack.enabled = false; thrusters.enabled = false; boosters.enabled = false; quantumDrive.enabled = false; switch (module) { case GameTypes.ModuleType.FuelPack: fuelPack.enabled = true; break; case GameTypes.ModuleType.Thrusters: thrusters.enabled = true; break; case GameTypes.ModuleType.Boosters: boosters.enabled = true; break; case GameTypes.ModuleType.QuantumDrive: quantumDrive.enabled = true; break; } }
public void UpdateModuleStatus(ShipModule module, GameTypes.ModuleType type, bool connected) { switch (type) { case GameTypes.ModuleType.FuelPack: if (connected) { fuelPack = module.GetComponent <FuelPack>(); Debug.Log("Ship: Fuel pack connected"); } else { fuelPack = null; Debug.Log("Ship: Fuel pack disconnected"); } break; case GameTypes.ModuleType.Thrusters: if (connected) { thrusters = module.GetComponent <Thrusters>(); Debug.Log("Ship: Thrusters connected"); } else { thrusters = null; Debug.Log("Ship: Thrusters disconnected"); } break; case GameTypes.ModuleType.Boosters: if (connected) { boosters = module.GetComponent <Boosters>(); Debug.Log("Ship: Boosters connected"); } else { boosters = null; Debug.Log("Ship: Boosters disconnected"); } break; case GameTypes.ModuleType.QuantumDrive: if (connected) { quantumDrive = module.GetComponent <QuantumDrive>(); Debug.Log("Ship: Quantum Drive connected"); } else { quantumDrive = null; Debug.Log("Ship: Quantum Drive disconnected"); } break; } }
public bool IsUnlocked(GameTypes.ModuleType moduleType, int tier) { return(unlockedModules[(int)moduleType, tier - 1]); }
public void UnlockModule(GameTypes.ModuleType moduleType, int tier) { unlockedModules[(int)moduleType, tier - 1] = true; Debug.LogWarning("PartPrinterData: " + moduleType + " tier " + tier + " unlocked"); }
public void ShowBlueprint(GameTypes.ModuleType moduleType, int tier) { ShowModule(moduleType); ShowTier(tier); }