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CharacterOperations-for-UI
private void LoadCharacter(CharacterEntity characterEntity)
{
// Update the selected body component values stored as field values
selectedBody = characterEntity.BodySpriteName;
selectedFace = characterEntity.FaceSpriteName;
selectedHair = characterEntity.HairSpriteName;
selectedShirt = characterEntity.ShirtSpriteName;
selectedPants = characterEntity.PantsSpriteName;
selectedShoes = characterEntity.ShoesSpriteName;
// Update the character component images with those of the loaded character entity.
selectedHairImage.overrideSprite = allSprites.First(sprite => sprite.name == characterEntity.HairSpriteName);
selectedFaceImage.overrideSprite = allSprites.First(sprite => sprite.name == characterEntity.FaceSpriteName);
selectedBodyImage.overrideSprite = allSprites.First(sprite => sprite.name == characterEntity.BodySpriteName);
selectedShirtImage.overrideSprite = allSprites.First(sprite => sprite.name == characterEntity.ShirtSpriteName);
selectedPantsImage.overrideSprite = allSprites.First(sprite => sprite.name == characterEntity.PantsSpriteName);
selectedShoesImage.overrideSprite = allSprites.First(sprite => sprite.name == characterEntity.ShoesSpriteName);
// Update character stats with those from the loaded entity.
characterNameText.text = characterEntity.Name;
nameInput.text = characterEntity.Name;
ageInput.text = characterEntity.Age.ToString();
strengthInput.text = characterEntity.Strength.ToString();
dexterityInput.text = characterEntity.Dexterity.ToString();
intelligenceInput.text = characterEntity.Intelligence.ToString();
}
private void CycleNextCharacter()
{
if (characterEntities.Count <= 0) return;
if (currentCharacterIndex < characterEntities.Count - 1)
{
currentCharacterIndex++;
LoadCharacter(characterEntities[currentCharacterIndex]);
}
else
{
LoadCharacter(characterEntities.First());
currentCharacterIndex = 0;
}
}
private void CyclePrevCharacter()
{
if (characterEntities.Count <= 0) return;
if (currentCharacterIndex > 0)
{
currentCharacterIndex--;
LoadCharacter(characterEntities[currentCharacterIndex]);
}
else
{
LoadCharacter(characterEntities.Last());
currentCharacterIndex = characterEntities.Count - 1;
}
}
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