Example #1
0
    private void OnBuyTowerClosed(object sender, ValueArgs <object> args)
    {
        if (args != null && args.Value as Tower != null)
        {
            data  = args;
            raise = true;
//            RaiseUpdate(args);
        }
    }
Example #2
0
    private void OnWagonBought(object sender, ValueArgs <object> args)
    {
        var wagonData = args.Value as WagonData;

        if (GameManager.Instance.RemoveScore(wagonData.Cost))

        {
            GameManager.Instance.vehicleMovement.GetVehicle().AddWagon(SerialisationUtility.DeserialiseWagon(wagonData));
        }
    }
Example #3
0
    private void OnSellTower(object sender, ValueArgs <Tower> args)
    {
        Towers.Remove(args.Value);

        Debug.LogError("Fix this");
        if (GameManager.Instance.vehicleMovement.vehicleObject != null)
        {
            GameManager.Instance.vehicleMovement.vehicleObject.SaveVehicleProgress();
        }
    }
Example #4
0
    private void DialogClosed(object sender, ValueArgs <object> e)
    {
        this.Raise(currentDialog.onClose, e);
        Destroy(currentDialog.dialog.gameObject);

        if (dialogStack.Count > 0)
        {
            currentDialog = dialogStack.Pop();
            currentDialog.dialog.Show();
        }
    }
Example #5
0
 protected override void OnUpdate(object sender, ValueArgs <object> eventArgs)
 {
     if (eventArgs != null && eventArgs.Value as Tower != null)
     {
         AddTower(eventArgs.Value as Tower);
     }
     else
     {
         Debug.Log(eventArgs.Value);
     }
 }
Example #6
0
 private void OnPowerUpdate(object sender, ValueArgs args)
 {
     // full power
     if ((float)args.value >= Weapon.FullPower)
     {
         number.color = readyColor;
         cooldownOverlay.enabled = false;
     }
     else
     {
         cooldownOverlay.fillAmount = 1 - (float)args.value / Weapon.FullPower;
     }
 }
Example #7
0
 protected void RaiseUpdate(ValueArgs <object> args)
 {
     this.Raise(OnUpdate, args);
 }
Example #8
0
 protected void RaiseOnClose(ValueArgs <object> args)
 {
     this.Raise(OnClose, args);
 }
Example #9
0
 private void DialogUpdate(object sender, ValueArgs <object> e)
 {
     this.Raise(currentDialog.onUpdate, e);
 }
Example #10
0
 private void OnStageIncrease(object sender, ValueArgs args)
 {
     stateMachine.SetState(StagingState);
 }
Example #11
0
 public void OnBarrelRoll(object sender, ValueArgs args)
 {
     var rolling = (bool)args.value;
     if (rolling)
     {
         dealingDamage = true;
         myCollider.isTrigger = true;
         myCollider.enabled = true;
         myGameObject.layer = weaponLayer;
         multiplier = ship.Weapons.DamageMultiplier;
     }
     else
     {
         dealingDamage = false;
         myCollider.isTrigger = false;
         myGameObject.layer = shipLayer;
     }
 }
Example #12
0
 protected virtual void OnUpdate(object sender, ValueArgs <object> e)
 {
     Debug.Log(e.Value);
 }
Example #13
0
 private void OnEnabled(object sender, ValueArgs args)
 {
     if ((bool)args.value)
     {
         Enable();
     }
     else
     {
         Disable();
     }
 }
Example #14
0
 private void UpdateAfterSell(object sender, ValueArgs <object> e)
 {
     Debug.Log("Updating Ui");
     UpdateUI();
 }