public void InitializeInteraction(Unit interactingWith) { mainSymbolHolder.Initialize(SaveSystem.currentGameSave.globalVariables.maxDanceMoveSymbols, waitingForInput); var unitInteractions = interactingWith.interactions; for (var i = 0; i < unitInteractions.Count; i++) { var interaction = unitInteractions[i]; InteractionUI interactionUI; if (interactions.Count == i) { interactionUI = Instantiate(interactionPrefab, interactionsHolder); interactions.Add(interactionUI); } else { interactionUI = interactions[i]; interactionUI.gameObject.SetActive(true); } InitializeInteractionUI(interactionUI, interaction); } for (var i = unitInteractions.Count; i < interactions.Count; i++) { interactions[i].gameObject.SetActive(false); } gameObject.SetActive(true); if (clearCutOut != null) { StopCoroutine(clearCutOut); } cutOut.rectTransform.localScale = Vector3.one * CutOutMax(); showCutOut = StartCoroutine(ShowCutOut()); }
public void Initialize(Sprite symbol, string name, int symbolCount) { interactionSymbol.sprite = symbol; interactionName.text = name; symbolHolder.Initialize(symbolCount); }