public void Init(int buttonId, SpellHandler.SpellElement element, bool left, ElementSelectMenu elementSelectMenu) { this.elementSelectMenu = elementSelectMenu; this.buttonId = buttonId; this.element = element; this.left = left; }
public void SetElements(SpellHandler.SpellElement leftElement, SpellHandler.SpellElement rightElement) { spellHandler.elementLeft = leftElement; spellHandler.elementRight = rightElement; leftHand.SetElement(leftElement); rightHand.SetElement(rightElement); }
public void StartGame(SpellHandler.SpellElement leftElement, SpellHandler.SpellElement rightElement) { foreach (GameObject g in menuWalls) { g.SetActive(false); } arena.SetActive(true); gameStarted = true; roundManager.StartRounds(leftElement, rightElement); }
public void SetElement(SpellHandler.SpellElement element, bool left) { if (left) { //Make the pressed button and it's mirror uninteractable and update the element sprite switch (element) { case SpellHandler.SpellElement.FIRE: leftElementImage.sprite = fireSprite; leftFireUIButton.interactable = false; rightFireUIButton.interactable = false; break; case SpellHandler.SpellElement.WATER: leftElementImage.sprite = waterSprite; leftWaterUIButton.interactable = false; rightWaterUIButton.interactable = false; break; case SpellHandler.SpellElement.EARTH: leftElementImage.sprite = earthSprite; leftEarthUIButton.interactable = false; rightEarthUIButton.interactable = false; break; case SpellHandler.SpellElement.AIR: leftElementImage.sprite = airSprite; leftAirUIButton.interactable = false; rightAirUIButton.interactable = false; break; default: break; } //Make the previously pressed button interactable again unless the element hadn't been set if (leftSelected) { switch (leftElement) { case SpellHandler.SpellElement.FIRE: leftFireUIButton.interactable = true; rightFireUIButton.interactable = true; break; case SpellHandler.SpellElement.WATER: leftWaterUIButton.interactable = true; rightWaterUIButton.interactable = true; break; case SpellHandler.SpellElement.EARTH: leftEarthUIButton.interactable = true; rightEarthUIButton.interactable = true; break; case SpellHandler.SpellElement.AIR: leftAirUIButton.interactable = true; rightAirUIButton.interactable = true; break; default: break; } } leftElement = element; leftSelected = true; } else { //Make the pressed button and it's mirror uninteractable and update the element sprite switch (element) { case SpellHandler.SpellElement.FIRE: rightElementImage.sprite = fireSprite; leftFireUIButton.interactable = false; rightFireUIButton.interactable = false; break; case SpellHandler.SpellElement.WATER: rightElementImage.sprite = waterSprite; leftWaterUIButton.interactable = false; rightWaterUIButton.interactable = false; break; case SpellHandler.SpellElement.EARTH: rightElementImage.sprite = earthSprite; leftEarthUIButton.interactable = false; rightEarthUIButton.interactable = false; break; case SpellHandler.SpellElement.AIR: rightElementImage.sprite = airSprite; leftAirUIButton.interactable = false; rightAirUIButton.interactable = false; break; default: break; } //Make the previously pressed button interactable again unless the element hadn't been set if (rightSelected) { switch (rightElement) { case SpellHandler.SpellElement.FIRE: leftFireUIButton.interactable = true; rightFireUIButton.interactable = true; break; case SpellHandler.SpellElement.WATER: leftWaterUIButton.interactable = true; rightWaterUIButton.interactable = true; break; case SpellHandler.SpellElement.EARTH: leftEarthUIButton.interactable = true; rightEarthUIButton.interactable = true; break; case SpellHandler.SpellElement.AIR: leftAirUIButton.interactable = true; rightAirUIButton.interactable = true; break; default: break; } } rightElement = element; rightSelected = true; } if (leftSelected && rightSelected) { fightUIButton.interactable = true; } }
public void StartRounds(SpellHandler.SpellElement leftElement, SpellHandler.SpellElement rightElement) { inGame = true; player.ToggleMenuPointer(false); player.SetElements(leftElement, rightElement); }
public void SetElement(SpellHandler.SpellElement element) { currentElement = element; useElement = true; }