/// <summary> /// Invoked when a level has completed the loading process. /// </summary> /// <param name="mode">Defines what kind of level was just loaded</param> public void OnLevelLoaded(LoadMode mode) { // Checks if we are in gameplay mode and creates the main utility switch (mode) { case LoadMode.NewGame: case LoadMode.LoadGame: // Removes old attached tool if (IndustryTool.instance != null) { Object.Destroy(IndustryTool.instance); } // Creates a new tool instance IndustryTool.instance = GameObjectUtils.AddObjectWithComponent <IndustryTool>(); break; } }
private void SetupOptionButtons() { // Zoning option var zoningTemplate = GameObjectUtils.AddObjectWithComponent <UIZoningButton>(); AddTab(UIZoningButton.Name, zoningTemplate, false); // Zone movement option var moveZoneTemplate = GameObjectUtils.AddObjectWithComponent <UIMoveZoneButton>(); AddTab(UIMoveZoneButton.Name, moveZoneTemplate, false); // Zoning option var buildZoneTemplate = GameObjectUtils.AddObjectWithComponent <UIBuildZoneButton>(); AddTab(UIBuildZoneButton.Name, buildZoneTemplate, false); // Set disabled buttons DisableTab(1); DisableTab(2); // Set width width = padding.left + zoningTemplate.width + padding.right + padding.left + moveZoneTemplate.width + padding.right + padding.left + buildZoneTemplate.width + padding.right; }