void OnMatchTypePicked() { match.type = matchTypes.Find(x => x.typeName == matchTypeDialog.GetSelectedOption().name); matchFinishDialog = gameManager.GetGUIManager().InstantiateSelectOptionDialog(true); matchFinishDialog.Initialize("Match finish", GetAvailableMatchFinishes(), new UnityAction(OnMatchFinishPicked)); }
void OnWrestlersPicked() { Wrestler wrestler1 = wrestlers.Find(x => x.wrestlerName == wrestlersDialog.GetWrestler1().name); Wrestler wrestler2 = wrestlers.Find(x => x.wrestlerName == wrestlersDialog.GetWrestler2().name); match.teams.Add(new WrestlingTeam(wrestler1)); match.teams.Add(new WrestlingTeam(wrestler2)); usedWrestlers.Add(wrestler1); usedWrestlers.Add(wrestler2); matchTypeDialog = gameManager.GetGUIManager().InstantiateSelectOptionDialog(true); matchTypeDialog.Initialize("Match type", GetAvailableMatchTypes(), new UnityAction(OnMatchTypePicked)); }
public override void OnEnter(GameManager gameManager) { this.gameManager = gameManager; List <SelectOptionDialogOption> availableEventTypes = GetAvailableEventTypes(); if (availableEventTypes.Count > 0) { eventTypeDialog = gameManager.GetGUIManager().InstantiateSelectOptionDialog(true); eventTypeDialog.Initialize("Event type", availableEventTypes, new UnityAction(OnTypeSelected), true, new UnityAction(OnCancel)); } else { InfoDialog dialog = gameManager.GetGUIManager().InstantiateInfoDialog(); dialog.Initialize("No events available", "You're all out of money!\nTry loaning out some wrestlers to another organization to make some more cash.", new UnityAction(OnNoneAvailableAcknowledge)); } }
public override void OnEnter(GameManager gameManager) { this.gameManager = gameManager; venueDialog = gameManager.GetGUIManager().InstantiateSelectOptionDialog(true); venueDialog.Initialize("Choose the venue", GetAvailableVenues(), new UnityAction(OnVenueSelected)); }
void OnChooseWrestler() { selectedWrestler = roster.Find(x => x.wrestlerName == wrestlerDialog.GetSelectedOption().name); trainingTypeDialog = GameManager.Instance.GetGUIManager().InstantiateSelectOptionDialog(true); trainingTypeDialog.Initialize("Choose a training type", GetTrainingTypes(), new UnityAction(OnTrainingChosen), true, new UnityAction(ChooseWrestler), "OK", "Back"); }