public bool SelectToy(string toy, RuneType rune, bool quietly) { // Debug.Log("Select toy " + toy + "\n") ; if (toy == null) { toy = ""; } if (toy.Equals(toy_selected)) { return(toy_selected.Equals("")); } if (toy.Equals("")) { toy_selected = null; SetAllowedRange(""); if (!quietly && onSelected != null) { onSelected(SelectedType.Toy, ""); } return(false); } else { rune_selected = rune; unitStats stats = Central.Instance.getToy(toy); if (stats == null) { return(false); } toy_selected = new SelectedToy(toy, stats.island_type); SetAllowedRange(toy_selected.name); if (!quietly && onSelected != null) { onSelected(SelectedType.Toy, toy_selected.name); } return(true); } }
void Init() { Debug.Log("Peripheral INITIALIZING\n"); //done_making_wave = false; targets = new MyArray <HitMe>(); monster_count = 0; level_state = LState.WaveButton; //wave_button_visible = false; my_inventory.InitWishes(); cities = new List <int>(); have_cities = false; building_a_city = false; default_wave_interval = 0.1f; // waves are spaced at least X seconds apart next_wave_time = 0.5f; // first wave time previous_timeScale = TimeScale.Normal; current_timeScale = TimeScale.Normal; setTimeScale(current_timeScale); toy_parents = new List <Toy>(); firearms = new List <Firearm>(); // haveToys = new List<string>(); haveMonsters = new Dictionary <string, bool>(); toy_selected = null; rune_selected = RuneType.Null; // monsters = 0; Wave_interval = 0; next_monster_time = 0; level_active = false; island_selected = null; make_wave = false; dreams = 0; toys = 0; all_toys = 0; TIME = 0f; my_inventory.InitWishes(); hero_points = new Dictionary <RuneType, int> { { RuneType.Sensible, 1 }, { RuneType.Airy, 1 }, { RuneType.Vexing, 1 } }; zoo = Zoo.Instance; }