change: Switched the state controller and scene controller to a singleton class
This doesnt' change any of the logic, but simplifies a lot of the main game loop code. Many things still rely on the singleton class, but shouldn't so this will be fixed in a later commit
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@@ -14,64 +14,50 @@ public class GameUIController : MonoBehaviour
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[HideInInspector] public GameObject tambourineUI;
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[HideInInspector] public GameObject clarinetUI;
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[Header("Other Objects")]
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private StateController stateController;
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void Start()
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{
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this.trumpetUI = trumpetBackground.transform.GetChild(0).gameObject;
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this.tambourineUI = tambourineBackground.transform.GetChild(0).gameObject;
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this.clarinetUI = clarinetBackground.transform.GetChild(0).gameObject;
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void Start() {
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stateController = GameObject.FindGameObjectWithTag("StateController").GetComponent<StateController>();
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if (stateController == null) {
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print("state controller not found");
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} else {
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print("yeehaw");
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}
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trumpetUI = trumpetBackground.transform.GetChild(0).gameObject;
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tambourineUI = tambourineBackground.transform.GetChild(0).gameObject;
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clarinetUI = clarinetBackground.transform.GetChild(0).gameObject;
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if (!stateController.unlockedTrumpet) {
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trumpetBackground.SetActive(false);
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}
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if (!stateController.unlockedTambourine) {
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tambourineBackground.SetActive(false);
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}
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if (!stateController.unlockedClarinet) {
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clarinetBackground.SetActive(false);
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}
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// TODO: This can be probably be combined with the update methods
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this.trumpetBackground.SetActive(StateController.Instance.HasTrumpet());
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this.tambourineBackground.SetActive(StateController.Instance.HasTambourine());
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this.clarinetBackground.SetActive(StateController.Instance.HasClarinet());
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}
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public void ToggleTrumpet(bool toggleState) {
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public void ToggleTrumpet(bool toggleState)
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{
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bool curEnabled = trumpetUI.GetComponent<Image>().enabled;
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if (curEnabled != toggleState) {
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if (curEnabled != toggleState)
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{
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trumpetUI.GetComponent<Image>().enabled = toggleState;
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}
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}
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public void ToggleTambourine(bool toggleState) {
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public void ToggleTambourine(bool toggleState)
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{
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bool curEnabled = tambourineUI.GetComponent<Image>().enabled;
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if (curEnabled != toggleState) {
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if (curEnabled != toggleState)
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{
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tambourineUI.GetComponent<Image>().enabled = toggleState;
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}
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}
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public void ToggleClarinet(bool toggleState) {
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public void ToggleClarinet(bool toggleState)
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{
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bool curEnabled = clarinetUI.GetComponent<Image>().enabled;
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if (curEnabled != toggleState) {
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if (curEnabled != toggleState)
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{
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clarinetUI.GetComponent<Image>().enabled = toggleState;
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}
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}
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public void ResetInstrumentUI() {
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if (stateController == null) {
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print("state controller null");
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}
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if (stateController.unlockedTrumpet) {
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ToggleTrumpet(true);
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}
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if (stateController.unlockedTambourine) {
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ToggleTambourine(true);
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}
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if (stateController.unlockedClarinet) {
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ToggleClarinet(true);
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}
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public void UpdateInstrumentUI()
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{
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this.ToggleTrumpet(StateController.Instance.HasTrumpet());
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this.ToggleTambourine(StateController.Instance.HasTambourine());
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this.ToggleClarinet(StateController.Instance.HasClarinet());
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}
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}
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