public void ShowMenu() { MainMenuPanel.SetActive(true); ControlsPanel.SetActive(false); VictoryPanel.SetActive(false); GameOverPanel.SetActive(false); }
public void Ctor(IReactiveProperty <EnumBattleWindow> battleState) { base.Ctor(); LevelGeneratorPanel.Ctor(); FightPanel.Ctor(); VictoryPanel.Ctor(); PausePanel.Ctor(); FailPanel.Ctor(); _battleState = battleState; _battleState.Subscribe(_ => { if (!enabled) { return; } if (_battleState.Value == EnumBattleWindow.DungeonGenerator) { LevelGeneratorPanel.Show(); } else { LevelGeneratorPanel.Hide(); } if (_battleState.Value == EnumBattleWindow.Fight) { FightPanel.Show(); } else { FightPanel.Hide(); } if (_battleState.Value == EnumBattleWindow.Victory) { VictoryPanel.Show(); } else { VictoryPanel.Hide(); } if (_battleState.Value == EnumBattleWindow.Fail) { FailPanel.Show(); } else { FailPanel.Hide(); } if (_battleState.Value == EnumBattleWindow.Pause) { PausePanel.Show(); } else { PausePanel.Hide(); } }).AddTo(_subscriptions); }
private void VictoryPanel_Show(On.VictoryPanel.orig_Show orig, VictoryPanel self, object[] parameters) { orig(self, parameters); Dungeon d = SingletonManager.Get <Dungeon>(true); AgePrimitiveLabel label = new DynData <VictoryPanel>(self).Get <AgePrimitiveLabel>("informationLabel"); label.Text += " - Time: " + d.Statistics.GetStat(DungeonStatistics.Stat_GameTime).DurationToString(); }
public void showVictoryPanel(GameManagerBehaviour.GameWinState winState) { VictoryPanel victoryPanel = Instantiate(victoryPanelPrefab, transform); switch (winState) { case GameManagerBehaviour.GameWinState.Win: victoryPanel.setupVictory(); break; case GameManagerBehaviour.GameWinState.Loss: victoryPanel.setupLoss(); break; case GameManagerBehaviour.GameWinState.Tie: victoryPanel.setupTie(); break; } disableUI(); victoryPanel.continueButton.onClick.AddListener(victoryPanelContinueButton); }
public void Restart() { DefeatPanel.SetActive(false); VictoryPanel.SetActive(false); }
public void SetVictory() { VictoryPanel.SetActive(true); }
public void ShowVictoryPanel() { VictoryPanel.SetActive(true); }