Finished converting to new UI.
This commit is contained in:
parent
f70f89324b
commit
105055b307
37 changed files with 24044 additions and 1227 deletions
|
|
@ -5,13 +5,11 @@ using UnityEngine.UI;
|
|||
|
||||
public class TorchAbility : MonoBehaviour
|
||||
{
|
||||
public static
|
||||
event Action TorchAbilityUsed;
|
||||
[SerializeField] private GameObject abilityUseOne;
|
||||
[SerializeField] private GameObject abilityUseTwo;
|
||||
public static event Action TorchAbilityUsed;
|
||||
|
||||
public event Action AbilityGained;
|
||||
|
||||
private int _uses = 2;
|
||||
private GameObject[] _usesUsed;
|
||||
private bool _canClick;
|
||||
|
||||
private void OnEnable()
|
||||
|
|
@ -26,21 +24,12 @@ public class TorchAbility : MonoBehaviour
|
|||
ChestRewardSelection.TorchAbilitySelected -= HandleGainedTorchAbility;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_usesUsed = new GameObject[_uses];
|
||||
abilityUseOne.GetComponent<Button>().onClick.AddListener(() => UseClicked(abilityUseOne));
|
||||
abilityUseTwo.GetComponent<Button>().onClick.AddListener(() => UseClicked(abilityUseTwo));
|
||||
}
|
||||
|
||||
private void UseClicked(GameObject abilityUseObject)
|
||||
public void UseClicked()
|
||||
{
|
||||
if (!_canClick) return;
|
||||
|
||||
if (_uses > 0)
|
||||
{
|
||||
_usesUsed[_uses - 1] = abilityUseObject;
|
||||
MarkUsed(abilityUseObject);
|
||||
TorchAbilityUsed?.Invoke();
|
||||
_uses -= 1;
|
||||
}
|
||||
|
|
@ -48,11 +37,6 @@ public class TorchAbility : MonoBehaviour
|
|||
_canClick = false;
|
||||
}
|
||||
|
||||
private void MarkUsed(GameObject useObject)
|
||||
{
|
||||
useObject.GetComponentInChildren<TextMeshProUGUI>().text = "X";
|
||||
}
|
||||
|
||||
private void HandleStateChanged(GameState state)
|
||||
{
|
||||
_canClick = true;
|
||||
|
|
@ -60,7 +44,6 @@ public class TorchAbility : MonoBehaviour
|
|||
|
||||
private void HandleGainedTorchAbility()
|
||||
{
|
||||
abilityUseOne.GetComponent<Button>().interactable = true;
|
||||
abilityUseTwo.GetComponent<Button>().interactable = true;
|
||||
AbilityGained?.Invoke();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue