using TMPro; using UnityEngine; public class EmptyRoom : Room { [SerializeField] private GameObject numberTextObject; protected override void InitializeRoom() { base.InitializeRoom(); TextMeshProUGUI text = numberTextObject.GetComponent(); SetLockGUI(text, _locks[0]); } public override bool TryUnlock(DicePair pair) { return _locks[0].CheckIfKeyFits(pair); } public override void SetRoomExplored() { _isExplored = true; UnhighlightRoomAsOption(); if (roomReward != null) { roomReward.TriggerGetReward(); } SetExploredGUI(); } }