private bool isClickable = true; // When the card is showing/animating lock the click, internal check of card state public void Initialize(ImmutableDataMemoryTrigger triggerData, bool isSprite) { triggerName = triggerData.Name; tweeningCoverParent = coverSprite.transform.parent.gameObject; // Set components on start if (isSprite) { triggerSprite.sprite = SpriteCacheManager.GetSprite(triggerData.SpriteName); triggerSprite.name = triggerData.SpriteName; tweeningContentParent = triggerSprite.transform.parent.parent.gameObject; // Get grandfather triggerLabelLocalize.transform.parent.gameObject.SetActive(false); // Disable the unused half } else { triggerLabelLocalize.key = triggerData.DisplayKey; triggerLabelLocalize.Localize(); tweeningContentParent = triggerLabelLocalize.transform.parent.gameObject; // Get grandfather triggerSprite.transform.parent.parent.gameObject.SetActive(false); // Disable the unused half } // Hide the original card content until its clicked tweeningContentParent.SetActive(false); // Assign the respective trigger type particle GameObject particlePrefab = Resources.Load(triggerData.TypeParticlePrefab) as GameObject; triggerTypeParticle = GameObjectUtils.AddChild(gameObject, particlePrefab).GetComponent <ParticleSystem>(); }
protected override void XMLNodeHandler(string id, IXMLNode xmlNode, Hashtable hashData, string errorMessage) { ImmutableDataMemoryTrigger data = new ImmutableDataMemoryTrigger(id, xmlNode, errorMessage); // Store the data if (hashData.ContainsKey(id)) { Debug.LogError(errorMessage + "Duplicate keys!"); } else { hashData.Add(id, data); } }