private void OnBuyTowerClosed(object sender, ValueArgs <object> args) { if (args != null && args.Value as Tower != null) { data = args; raise = true; // RaiseUpdate(args); } }
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)); } }
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(); } }
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(); } }
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); } }
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; } }
protected void RaiseUpdate(ValueArgs <object> args) { this.Raise(OnUpdate, args); }
protected void RaiseOnClose(ValueArgs <object> args) { this.Raise(OnClose, args); }
private void DialogUpdate(object sender, ValueArgs <object> e) { this.Raise(currentDialog.onUpdate, e); }
private void OnStageIncrease(object sender, ValueArgs args) { stateMachine.SetState(StagingState); }
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; } }
protected virtual void OnUpdate(object sender, ValueArgs <object> e) { Debug.Log(e.Value); }
private void OnEnabled(object sender, ValueArgs args) { if ((bool)args.value) { Enable(); } else { Disable(); } }
private void UpdateAfterSell(object sender, ValueArgs <object> e) { Debug.Log("Updating Ui"); UpdateUI(); }