// Start is called before the first frame update private void Start() { // Make the menu capable of invoking the end of a turn turnInvoker = gameObject.AddComponent <TurnInvoker>(); EventManager.AddListener_Battle_InvSelect(MakeSelection); // for displaying "You are at full." messageTimer = gameObject.AddComponent <EventTimer>(); messageTimer.Duration = messageTimerDuration; messageTimer.AddListener_Finished(ResetMessage); // show gold goldText.text = BattleLoader.Party.Gold.ToString(); // cannot use until a selection is made useButton.GetComponent <Button>().interactable = false; // retrieve inventory from HeroParty partyStash = BattleLoader.Party.Inventory; messageText.text = ""; // Only used for invoking disable. No button. uiEnabler = gameObject.AddComponent <UIEnabler>(); PopulateGrid(); }
public static void AddInvoker_Battle_UIEnabler(UIEnabler uiEnabler) { invokers_Battle_UIEnabler.Add(uiEnabler); //if (listener_Battle_InvSelect != null) foreach (UnityAction <bool, HeroType> listener in listeners_Battle_UIEnabler) { uiEnabler.AddListener_Battle_UIEnabler(listener); } }
// Start is called before the first frame update protected override void Start() { base.Start(); // Both a listener and an invoker of ChoiceSelection EventManager.AddInvoker_Battle_ChoiceSelection(this); EventManager.AddListener_Battle_ChoiceSelection(MakeSelection); selected = false; // adds a UIEnabler. This is for enemy sprites and menu items alike. // Menu items will self-register when created. uiEnabler = gameObject.AddComponent <UIEnabler>(); }