public void editSign() { if (!editing) { editSignButton.SetActive(false); saveSignButton.SetActive(true); signInput.text = signText.text; signText.gameObject.SetActive(false); signInput.gameObject.SetActive(true); editing = true; UtilBools.playerInteractLock(true); } else { editSignButton.SetActive(true); saveSignButton.SetActive(false); signText.text = signInput.text; signText.gameObject.SetActive(true); signInput.gameObject.SetActive(false); currentSignTile.text = signText.text; editing = false; UtilBools.playerInteractLock(false); } GC.audioMixer.playButtonSFX(); }
public bool resetPuzzle() { print(this.GetType().Name + ": reseting puzzle"); UtilBools.puzzleInteractLock(false); EOTPPlayTurn = 0; //reset bool ok = true; for (int li = 0; li < realInput.Count; li++) { for (int i = 0; i < realInput[li].Count; i++) { print(this.GetType().Name + ":EOTPwaitFinish():li/i: " + li + "/" + i); print(this.GetType().Name + ":EOTPwaitFinish():Input Gotten:" + realInput[li][i]); print(this.GetType().Name + ":EOTPwaitFinish():Input Wanted:" + inputs[li].signal[i]); if (realInput[li][i] != inputs[li].signal[i]) { ok = false; } } //reset each list for next check logic realInput[li] = new List <int>(); } stepping = false; stepText.gameObject.SetActive(false); stopStepButton.SetActive(false); //reset powered for (int i = 0; i < outputs.Count; i++) { POutputController curOutObj = outputObjs[i].GetComponent <POutputController>(); curOutObj.beingPowered = false; curOutObj.tryPower(false); curOutObj.sendPower(-1); } return(ok); }
public void closeConfirmComp() { nameInput.text = ""; confirmComp.SetActive(false); UtilBools.playerInteractLock(false); GC.audioMixer.playButtonSFX(); }
public void autoPlay() { resetPuzzle(); print(this.GetType().Name + ": Starting autoplay puzzle!"); UtilBools.puzzleInteractLock(true); puzzlePlay(false); GC.audioMixer.playButtonSFX(); }
public void openOptions() { options.SetActive(true); options.GetComponent <OptionController>().loadSettingsUI(); cancel(); UtilBools.pausedBools(Game.current, true); UtilBools.paused = false; UtilBools.options = true; }
public void justExit() { openAll(); closeAll(); UtilBools.worldOptions = false; UtilBools.pausedBools(Game.current, false); gameObject.SetActive(false); }
public void openConfirmComp() { if (GC.selectedTiles.Count <= 0) { print("No selection"); return; } confirmComp.SetActive(true); setInteractableConfirmComp(true); GC.AC.toggleSelectionBar(false); UtilBools.playerInteractLock(true); GC.audioMixer.playButtonSFX(); }
//unused public void saveExit() { openAll(); //Saving miscCon.saveSettings(); savedFeedback(); closeAll(); UtilBools.worldOptions = false; UtilBools.pausedBools(Game.current, false); gameObject.SetActive(false); }
public void closeSign() { print("Clicked close sign!"); editSignButton.SetActive(true); saveSignButton.SetActive(false); signText.text = signInput.text; signText.gameObject.SetActive(true); signInput.gameObject.SetActive(false); currentSignTile.text = signText.text; currentSignTile = null; editing = false; signObj.transform.position = startPos; signObj.SetActive(false); UtilBools.playerInteractLock(false); GC.audioMixer.playButtonSFX(); }
public void openWorldOptions() { GC.audioMixer.playButtonSFX(); if (!UtilBools.isPuzzle) { worldOptions.SetActive(true); worldOptions.GetComponent <WorldOptionsController>().loadSettingsUI(); UtilBools.pausedBools(Game.current, true); UtilBools.paused = false; UtilBools.worldOptions = true; } else { print("is puzzle duh"); } }
//stepping logic public void stepPlay() { stopStepButton.SetActive(true); stepping = true; UtilBools.puzzleInteractLock(true); if (EOTPPlayTurn < outputs[0].signal.Length) { puzzlePlay(true); } else { checkResult(); stopStepButton.SetActive(false); //print(this.GetType().Name + ":puzzlePlay(): finished"); } GC.audioMixer.playButtonSFX(); }
public void openWorldOptions() { if (!UtilBools.isPuzzle) { worldOptions.SetActive(true); worldOptions.GetComponent <WorldOptionsController>().loadSettingsUI(); cancel(); UtilBools.pausedBools(Game.current, true); UtilBools.paused = false; UtilBools.worldOptions = true; } else { print("is puzzle"); } }
public void cancel() { UtilBools.pausedBools(Game.current, false); UtilBools.paused = false; pausedContainer.SetActive(false); }