using TMPro; using UnityEngine; public class EmptyRoom : Room { [SerializeField] private GameObject numberTextObject; [SerializeField] private int number; protected override void InitializeRoom() { base.InitializeRoom(); TextMeshProUGUI numberText = numberTextObject.GetComponent(); if (keyType == KeyType.Number) { numberText.SetText(number.ToString()); } else if (keyType == KeyType.MatchingDice) { numberText.SetText("="); } } public override bool TryUnlock(DicePair pair) { switch (keyType) { case KeyType.Number: if (number == pair.Sum()) { return true; } return false; case KeyType.MatchingDice: if (pair.DoResultsMatch()) { return true; } return false; } return false; } public override void SetRoomExplored() { _isExplored = true; UnhighlightRoomAsOption(); gameObject.GetComponent().color = ColorHelper.AddColorTint(gameObject.GetComponent().color, Color.grey, 0.5f); } }