public void BackToWorldLevel() { GameStateManager.Instance.PopState(); WorldLevelEvent worldEvent = new WorldLevelEvent(WorldLevelEvent.ON_BACK_TO_WORLD); EventManager.instance.dispatchEvent(worldEvent); }
private void Set(bool state) { _isOn = state; if (state) { SetOn(); } else { SetOff(); } WorldLevelEvent evt = new WorldLevelEvent(WorldLevelEvent.ON_APPLY_FILTERS_TO_WELL); evt.arguments ["wellCategory"] = m_wellCategory; evt.arguments ["isOn"] = _isOn; EventManager.instance.dispatchEvent(evt); }
public void OnApplyFilter(WorldLevelEvent evt) { bool inUSe = (bool)evt.arguments ["isOn"]; WellCategory selectedCategory = (WellCategory)evt.arguments ["wellCategory"]; if (inUSe) { m_allWellCategories.Add(selectedCategory); } else { m_allWellCategories.RemoveAt(m_allWellCategories.IndexOf(selectedCategory)); } for (int i = 0; i < m_wellDotInfoList.Count; i++) { m_wellDotInfoList [i].ApplyFilter(m_allWellCategories); } }
private void OnFadeInEffectFinished(FadeEffectEvent evt) { WorldLevelEvent worldEvent = new WorldLevelEvent(WorldLevelEvent.ON_BACK_TO_WORLD); EventManager.instance.dispatchEvent(worldEvent); }
private void StartUIAnimation() { WorldLevelEvent evt = new WorldLevelEvent(WorldLevelEvent.ON_CAMERA_TO_POINT); EventManager.instance.dispatchEvent(evt); }