using TMPro; using UnityEngine; public class EmptyRoom : Room { [SerializeField] private GameObject numberTextObject; protected override void InitializeRoom() { base.InitializeRoom(); TextMeshProUGUI numberText = numberTextObject.GetComponent(); if (_locks[0] is NumberLock ) { numberText.SetText(((NumberLock)_locks[0]).GetNumber().ToString()); } else if (_locks[0] is MatchingDiceLock) { numberText.SetText("="); } } public override bool TryUnlock(DicePair pair) { return _locks[0].CheckIfKeyFits(pair); } public override void SetRoomExplored() { _isExplored = true; UnhighlightRoomAsOption(); gameObject.GetComponent().color = ColorHelper.AddColorTint(gameObject.GetComponent().color, Color.grey, 0.5f); } }