void OnHireWrestler()
    {
        Wrestler hiredWrestler = wrestlers.Find(x => x.wrestlerName == wrestlerDialog.GetSelectedOption().name);

        gameManager.GetPlayerCompany().AddWrestlerToRoster(hiredWrestler);
        gameManager.GetPlayerCompany().money -= hiredWrestler.hiringCost;
        gameManager.OnCompanyUpdated();

        bool hasTwoPlusWrestlers    = (gameManager.GetPlayerCompany().GetRoster().Count > 1);      // If the player doesn't have enough wrestlers, we won't let the player leave the hiring screen.
        bool hasMoreWrestlersToHire = (GetWrestlersForHire().Count > 0);

        addAnotherDialog = gameManager.GetGUIManager().InstantiateInfoDialog();
        if (hasMoreWrestlersToHire)
        {
            if (gameManager.GetPlayerCompany().CanAddWrestlers())
            {
                addAnotherDialog.Initialize("Wrestler hired!", "You hired " + hiredWrestler.wrestlerName + "!\n" + (hasTwoPlusWrestlers ? "Would you like to hire another wrestler?" : "Now, choose another wrestler!"), new UnityAction(HireWrestler), hasTwoPlusWrestlers, new UnityAction(DoneHiring), "Yes", "No");
            }
            else
            {
                addAnotherDialog.Initialize("Wrestler hired!", "You hired " + hiredWrestler.wrestlerName + "!\nYour roster is now full.", new UnityAction(DoneHiring));
            }
        }
        else
        {
            addAnotherDialog.Initialize("Wrestler hired!", "You hired " + hiredWrestler.wrestlerName + "!\nThere aren't any more wrestlers available for hire.", new UnityAction(DoneHiring));
        }
    }
Beispiel #2
0
    void OnFireWrestler()
    {
        Wrestler firedWrestler = wrestlers.Find(x => x.wrestlerName == wrestlerDialog.GetSelectedOption().name);

        gameManager.GetPlayerCompany().RemoveFromRoster(firedWrestler);
        gameManager.OnCompanyUpdated();

        bool canFireMoreWrestlers = (gameManager.GetPlayerCompany().GetRoster().Count > 2);

        InfoDialog addAnotherDialog = gameManager.GetGUIManager().InstantiateInfoDialog();

        if (canFireMoreWrestlers)
        {
            addAnotherDialog.Initialize("Wrestler fired!", "You fired " + firedWrestler.wrestlerName + "!\n" + "Would you like to fire another wrestler?", new UnityAction(FireWrestler), true, new UnityAction(DoneFiring), "Yes", "No");
        }
        else
        {
            addAnotherDialog.Initialize("Wrestler fired!", "You fired " + firedWrestler.wrestlerName + "!\n" + cantFireMessage, new UnityAction(DoneFiring));
        }
    }
 void OnChooseWrestler()
 {
     selectedWrestler   = roster.Find(x => x.wrestlerName == wrestlerDialog.GetSelectedOption().name);
     trainingTypeDialog = GameManager.Instance.GetGUIManager().InstantiateSelectOptionDialog(true);
     trainingTypeDialog.Initialize("Choose a training type", GetTrainingTypes(), new UnityAction(OnTrainingChosen), true, new UnityAction(ChooseWrestler), "OK", "Back");
 }