void HandleActiveColonistEvent(object sender, EventArg <Colonist> e)
        {
            Debug.Log("Active Colonist set to " + e.CurrentValue);
            Panel.SetActive(e.CurrentValue != null);

            Value.text = (e.CurrentValue == null) ? "" : e.CurrentValue.ColonistName;
        }
Beispiel #2
0
 void HandleActiveDomeEvent(object sender, EventArg <Dome> data)
 {
     UpdateLocationText(data.CurrentValue);
     UpdateTypeText(data.CurrentValue);
     if (data.CurrentValue != null)
     {
         UpdateCapLabel();
     }
     else
     {
         CapLabel.text = "";
     }
 }
Beispiel #3
0
 void HandleSelectedHexEvent(object sender, EventArg <TerrainHex> e)
 {
     switch (GameState.state)
     {
     case Game.STATE_BASE:
         if (e.CurrentValue == null)
         {
             Debug.Log("No hex is current");
         }
         else if ((e.CurrentValue.HasDome))
         {
             Debug.Log(string.Format("state changed based on dome at {0}", e.CurrentValue.ToString()));
             Domes.ActiveDome = e.CurrentValue.MyDome;
             GameState.Change(STATE_DOME_PANEL);
         }
         else
         {
             Debug.Log(string.Format("clicked on non done {0}", e.CurrentValue.ToString()));
         }
         break;
     }
 }
Beispiel #4
0
 void HandleListChangedEvent(object sender, EventArg <ObservedList <Dome> > e)
 {
     UpdateCapLabel();
 }
Beispiel #5
0
 void HandleColonistsChangedEvent(object sender, EventArg <ObservedList <Colonist> > e)
 {
     UpdateCapLabel();
 }
Beispiel #6
0
 void HandleActiveColonistEvent(object sender, EventArg <Colonist> e)
 {
     UpdateFeet();
 }