using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using _Game.Scripts.Scriptable_Object; public class ElementAnzeige : MonoBehaviour { [SerializeField] private PlayerState state; public Sprite empty; public GameObject Feuer; public Sprite[] FeuerSprites; public GameObject Erde; public Sprite[] ErdeSprites; public GameObject Wasser; public Sprite[] WasserSprites; public GameObject Luft; public Sprite[] LuftSprites; public int availableCount = 0; public void UpdateFeuerAnzeige() { Debug.Log("Feuer"); switch (availableCount) { case 5: Feuer.GetComponent().sprite = FeuerSprites[4]; break; case 4: Feuer.GetComponent().sprite = FeuerSprites[3]; break; case 3: Feuer.GetComponent().sprite = FeuerSprites[2]; break; case 2: Feuer.GetComponent().sprite = FeuerSprites[1]; break; case 1: Feuer.GetComponent().sprite = FeuerSprites[0]; break; case 0: Feuer.GetComponent().sprite = empty; break; } } public void UpdateErdeAnzeige() { Debug.Log("Erde"); switch (availableCount) { case 5: Erde.GetComponent().sprite = FeuerSprites[4]; break; case 4: Erde.GetComponent().sprite = FeuerSprites[3]; break; case 3: Erde.GetComponent().sprite = FeuerSprites[2]; break; case 2: Erde.GetComponent().sprite = FeuerSprites[1]; break; case 1: Erde.GetComponent().sprite = FeuerSprites[0]; break; case 0: Erde.GetComponent().sprite = empty; break; } } public void UpdateWasserAnzeige() { Debug.Log("Wasser"); switch (availableCount) { case 5: Wasser.GetComponent().sprite = FeuerSprites[4]; break; case 4: Wasser.GetComponent().sprite = FeuerSprites[3]; break; case 3: Wasser.GetComponent().sprite = FeuerSprites[2]; break; case 2: Wasser.GetComponent().sprite = FeuerSprites[1]; break; case 1: Wasser.GetComponent().sprite = FeuerSprites[0]; break; case 0: Wasser.GetComponent().sprite = empty; break; } } public void UpdateLuftAnzeige() { Debug.Log("Wasser"); switch (availableCount) { case 5: Luft.GetComponent().sprite = FeuerSprites[4]; break; case 4: Luft.GetComponent().sprite = FeuerSprites[3]; break; case 3: Luft.GetComponent().sprite = FeuerSprites[2]; break; case 2: Luft.GetComponent().sprite = FeuerSprites[1]; break; case 1: Luft.GetComponent().sprite = FeuerSprites[0]; break; case 0: Luft.GetComponent().sprite = empty; break; } } public void GetRemainingCharges() { availableCount = state.GetCharges(); } }