Network sync of difficulty corner info
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e806551093
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@ -3564,6 +3564,13 @@ MonoBehaviour:
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- {fileID: 11400000, guid: a5b6144c39ac3694bbb0a27e5b60a502, type: 2}
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- {fileID: 11400000, guid: a5b6144c39ac3694bbb0a27e5b60a502, type: 2}
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- {fileID: 11400000, guid: 5161dd406f425134a90d08d768fd9bae, type: 2}
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- {fileID: 11400000, guid: 5161dd406f425134a90d08d768fd9bae, type: 2}
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gameDifficultySettingsButton: {fileID: 7063713923528376298}
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gameDifficultySettingsButton: {fileID: 7063713923528376298}
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difficultyCornerInfo:
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- {fileID: 6836046563900620425}
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- {fileID: 3620004931301168176}
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- {fileID: 115788525699260801}
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- {fileID: 5146934741504305320}
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- {fileID: 5958990067708242587}
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- {fileID: 7288627801948695799}
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onDifficultyChanged: {fileID: 11400000, guid: 247e3b83af42801498c7ee30029a8b8a, type: 2}
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onDifficultyChanged: {fileID: 11400000, guid: 247e3b83af42801498c7ee30029a8b8a, type: 2}
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onJoinedRoom: {fileID: 741966922129695396}
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onJoinedRoom: {fileID: 741966922129695396}
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--- !u!1 &7475116342785696727
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--- !u!1 &7475116342785696727
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@ -10,6 +10,7 @@ public class GameDifficultyController : MonoBehaviour, IPunObservable
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[SerializeField] private List<UnitDifficultySettings> difficultySettings = new List<UnitDifficultySettings>();
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[SerializeField] private List<UnitDifficultySettings> difficultySettings = new List<UnitDifficultySettings>();
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[Header("UI")]
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[Header("UI")]
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[SerializeField] private Button gameDifficultySettingsButton;
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[SerializeField] private Button gameDifficultySettingsButton;
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[SerializeField] private List<GameObject> difficultyCornerInfo = new List<GameObject>();
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[Header("Events:")]
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[Header("Events:")]
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[SerializeField] private GameEvent onDifficultyChanged;
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[SerializeField] private GameEvent onDifficultyChanged;
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[Header("Listeners:")]
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[Header("Listeners:")]
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@ -159,4 +160,15 @@ public class GameDifficultyController : MonoBehaviour, IPunObservable
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Debug.Log($"Networked Difficulty: Set to {difficultySettings[currentDifficultyIndex].name}");
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Debug.Log($"Networked Difficulty: Set to {difficultySettings[currentDifficultyIndex].name}");
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}
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}
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}
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}
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private void ToggleDifficultyCornerInfo(int index)
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{
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difficultyCornerInfo[index].SetActive(true);
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for (int i = 0; i < difficultyCornerInfo.Count; i++)
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{
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if (i == index) continue;
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difficultyCornerInfo[i].SetActive(false);
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}
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}
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}
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}
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