public void SetCurrentGesture(SpellHandler.SpellType type) { //Update the currently shown gesture display if (currentDisplay != null) { Destroy(currentDisplay); } //Make the pressed button and it's mirror uninteractable and update the element sprite switch (type) { case SpellHandler.SpellType.ONE_QUICK: gestureQuickUIButton.interactable = false; currentDisplay = Instantiate(quickDisplay); gestureNameText.text = "Quick"; break; case SpellHandler.SpellType.ONE_HEAVY: gestureHeavyUIButton.interactable = false; currentDisplay = Instantiate(heavyDisplay); gestureNameText.text = "Heavy"; break; case SpellHandler.SpellType.ONE_SPECIAL: gestureSpecialUIButton.interactable = false; currentDisplay = Instantiate(specialDisplay); gestureNameText.text = "Special"; break; case SpellHandler.SpellType.TWO_OFFENSE: gestureOffensiveUIButton.interactable = false; currentDisplay = Instantiate(offensiveDisplay); gestureNameText.text = "Offense"; break; case SpellHandler.SpellType.TWO_DEFENSE: gestureDefensiveUIButton.interactable = false; currentDisplay = Instantiate(defensiveDisplay); gestureNameText.text = "Defense"; break; } //Make the previously pressed button interactable again switch (currentGestureType) { case SpellHandler.SpellType.ONE_QUICK: gestureQuickUIButton.interactable = true; break; case SpellHandler.SpellType.ONE_HEAVY: gestureHeavyUIButton.interactable = true; break; case SpellHandler.SpellType.ONE_SPECIAL: gestureSpecialUIButton.interactable = true; break; case SpellHandler.SpellType.TWO_OFFENSE: gestureOffensiveUIButton.interactable = true; break; case SpellHandler.SpellType.TWO_DEFENSE: gestureDefensiveUIButton.interactable = true; break; } currentGestureType = type; gestureManager.ChangeCalibrationType(type); timesToPerform = maxTimesToPerform; timesToPerformText.text = timesToPerform.ToString(); }