// called when we get to the shogun panel void InitShogunPanel() { Skinning.ResetSkin(selectedSkin); if (shogunManager == null) { Debug.LogError(debuguableInterface.debugLabel + "ShogunManager component shouldn't be null. If we can't get scene references we can't do anything."); return; } EnemyBundle bundle = gameData.enemyContent.Find(item => { return(item.enemy == actualEnemy); }); GeneralDialogue selectedGeneral = bundle.shogunDialogue; selectedGeneral.Init(); CombatDialogue selectedCombat = bundle.combatDialogue; shogunManager.Init(useCheats, () => { popupManager.Pop(GamePopup.SHOGUN_DEDUCTION); audioProjectManager.FadeMusicOut(); }, audioProjectManager.FadePopupMusicIn); popupManager.GetPopupFromType <ShogunPopup>().SpecificInit( useCheats, selectedGeneral.GetAllClues(), selectedGeneral.unlockableConclusions, shogunManager.characters, selectedGeneral.goodDeityFeedback, selectedGeneral.badDeityFeedback, () => { popupManager.CancelPop(); audioProjectManager.FadeMusicIn(); }, () => { audioProjectManager.FadeMusicOut(); audioProjectManager.FadePopupMusicOut(); panelManager.JumpTo(GamePhase.FIGHT, () => { fightManager = FindObjectOfType <FightManager>(); fightManager.PreInit(selectedCombat); audioProjectManager.FadeMusicOut(); }); }, selectedCombat.actualState ); if (selectedCombat.actualState == GameState.NORMAL) { gameData.ResetPlayerClues(); } actualTutorial.Init(() => shogunManager.StartDialogue(selectedGeneral)); }
public void PreInit(GameData.GameState targetState, GeneralDialogue dialogue, Func <Clue, bool> findClue) { findClueEvent = findClue; background.color = ColorTools.LerpColorValues(Skinning.GetSkin(SkinTag.PICTO), ColorTools.Value.SV, new int[2] { 8, 10 }); characterPortrait.Hide(); characters.ForEach(item => item.Init(() => ChangeCharacter(item.character))); ColorBlock block = dialogueScroll.colors; block.normalColor = Skinning.GetSkin(SkinTag.SECONDARY_ELEMENT); block.highlightedColor = Skinning.GetSkin(SkinTag.SECONDARY_WINDOW); block.pressedColor = Skinning.GetSkin(SkinTag.CONTRAST); dialogueScroll.colors = block; scrollButton.Init(this); block = scrollButton.button.colors; block.normalColor = Skinning.GetSkin(SkinTag.PRIMARY_ELEMENT); block.highlightedColor = Skinning.GetSkin(SkinTag.PRIMARY_WINDOW); block.pressedColor = Skinning.GetSkin(SkinTag.CONTRAST); block.disabledColor = block.normalColor; scrollButton.button.colors = block; // when you come back to shogun after defeat if (targetState != GameData.GameState.NORMAL) { // unlocks all clues foreach (Clue clue in dialogue.GetAllClues()) { findClue.Invoke(clue); AddClueToList(clue, true); } } actualState = targetState; }