//Используется прпи отображении в заказе - показ наполненного стакана public override void ShowAll() { currentState = state.full; ImagesToHide.AddRange(emptyGlass); ImagesToShow.Add(fullGlass); UpdateView(); }
public override void ChangeToDesk() { dishPhase = DishPhase.emptyDesk; ImagesToHide.AddRange(ingredients); ImagesToHide.AddRange(bread); ImagesToShow.Add(desk); UpdateView(); }
public override void ChangeToBread() { UpdateLists(); dishPhase = DishPhase.onlyBread; ImagesToHide.AddRange(ingredients); ImagesToShow.AddRange(bread); ImagesToShow.Add(desk); UpdateView(); }
public override void ChangeToBread() { dishPhase = DishPhase.onlyBread; ImagesToHide.AddRange(ingredients); ImagesToShow.AddRange(bread); ImagesToShow.Add(desk); UpdateView(); burgerTop.anchoredPosition = new Vector2(0, -60); }
//Переход между состояниями заключающийся в скрытии одних изображений //И показе других public void ChangeState() { if (currentState == state.full) { currentState = state.empty; ImagesToHide.Add(fullGlass); ImagesToShow.AddRange(emptyGlass); } else { currentState = state.full; ImagesToHide.AddRange(emptyGlass); ImagesToShow.Add(fullGlass); } UpdateView(); }
public void ChangePhase() { switch (currentPhase) { case phase.empty: ImagesToHide.AddRange( new List <Image>() { normalMeat, burnedMeat } ); ImagesToShow.Add(rawMeat); timer.Set(GameData.FRY_TIME, ChangePhase, counter); currentPhase = phase.raw; break; case phase.raw: ImagesToHide.AddRange( new List <Image>() { rawMeat, burnedMeat } ); ImagesToShow.Add(normalMeat); timer.Set(GameData.BURN_TIME, ChangePhase, counter); counter.ChangeColor(); currentPhase = phase.normal; break; case phase.normal: ImagesToHide.AddRange( new List <Image>() { rawMeat, normalMeat } ); ImagesToShow.Add(burnedMeat); timer.Reset(); currentPhase = phase.burned; break; } UpdateView(); }
public void RemoveMeat() { ImagesToHide.AddRange( new List <Image>() { rawMeat, normalMeat, burnedMeat } ); UpdateView(); timer.Reset(); if (counter.currentColor != TimerView.color.green) { counter.ChangeColor(); } currentPhase = phase.empty; }