public void LoadHeroOverview(TreatmentHeroSlot slot) { SelectedSlot = slot; SelectedSlot.ResetTreatment(); int positiveQuirks = 0; foreach (var posQuirk in slot.TreatmentSlot.Hero.PositiveQuirks) { positiveSlots[positiveQuirks++].UpdateQuirk(posQuirk); } for (int i = positiveQuirks; i < positiveSlots.Count; i++) { positiveSlots[i].ResetSlot(); } int negQuirks = 0; foreach (var negQuirk in slot.TreatmentSlot.Hero.NegativeQuirks) { negativeSlots[negQuirks++].UpdateQuirk(negQuirk); } for (int i = negQuirks; i < negativeSlots.Count; i++) { negativeSlots[i].ResetSlot(); } RecalculateCost(); gameObject.SetActive(true); }
public void LoadHeroOverview(TreatmentHeroSlot slot) { SelectedSlot = slot; SelectedSlot.ResetTreatment(); int diseasesCount = 0; foreach (var disease in slot.TreatmentSlot.Hero.Diseases) { diseaseSlots[diseasesCount++].UpdateQuirk(disease); } for (int i = diseasesCount; i < diseaseSlots.Count; i++) { diseaseSlots[i].ResetSlot(); } RecalculateCost(); gameObject.SetActive(true); }