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using System.Collections.ObjectModel;
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using NitroxClient.GameLogic.PlayerLogic.PlayerModel.Equipment.Abstract;
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using UnityEngine;
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namespace NitroxClient.GameLogic.PlayerLogic.PlayerModel.Equipment
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{
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public class FinsVisibilityHandler : IEquipmentVisibilityHandler
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{
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private readonly GameObject fins;
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private readonly GameObject finsRoot;
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private readonly GameObject chargedFins;
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private readonly GameObject chargedFinsRoot;
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private readonly GameObject glideFins;
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private readonly GameObject glideFinsRoot;
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public FinsVisibilityHandler(GameObject playerModel)
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{
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fins = playerModel.transform.Find(PlayerEquipmentConstants.FINS_GAME_OBJECT_NAME).gameObject;
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finsRoot = playerModel.transform.Find(PlayerEquipmentConstants.FINS_ROOT_GAME_OBJECT_NAME).gameObject;
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chargedFins = playerModel.transform.Find(PlayerEquipmentConstants.CHARGED_FINS_GAME_OBJECT_NAME).gameObject;
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chargedFinsRoot = playerModel.transform.Find(PlayerEquipmentConstants.CHARGED_FINS_ROOT_GAME_OBJECT_NAME).gameObject;
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glideFins = playerModel.transform.Find(PlayerEquipmentConstants.GLIDE_FINS_GAME_OBJECT_NAME).gameObject;
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glideFinsRoot = playerModel.transform.Find(PlayerEquipmentConstants.GLIDE_FINS_ROOT_GAME_OBJECT_NAME).gameObject;
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}
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public void UpdateEquipmentVisibility(ReadOnlyCollection<TechType> currentEquipment)
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{
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bool basicFinsVisible = currentEquipment.Contains(TechType.Fins);
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bool chargedFinsVisible = currentEquipment.Contains(TechType.SwimChargeFins);
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bool glideFinsVisible = currentEquipment.Contains(TechType.UltraGlideFins);
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fins.SetActive(basicFinsVisible);
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finsRoot.SetActive(basicFinsVisible);
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chargedFins.SetActive(chargedFinsVisible);
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chargedFinsRoot.SetActive(chargedFinsVisible);
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glideFins.SetActive(glideFinsVisible);
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glideFinsRoot.SetActive(glideFinsVisible);
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}
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}
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}
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