Exemple #1
0
        /// <summary>
        /// Executes when the user indicates he wants to go to main menu
        /// </summary>
        public void YesMain()
        {
            List <GameObject> removeUnitList = new List <GameObject>();

            // If this is a network game I've already checked that the player is in control
            //if (GlobalDefinitions.gameMode == GlobalDefinitions.GameModeValues.Peer2PeerNetwork)
            //{
            //    GlobalDefinitions.WriteToLogFile("YesMain: Calling ResetConnection()");
            //    //byte error;
            //    //NetworkTransport.Disconnect(TransportScript.receivedHostId, TransportScript.gameConnectionId, out error);
            //    //Network.Disconnect();
            //    TransportScript.ResetConnection(TransportScript.computerId);
            //}

            // Copy list so the guis can be removed
            List <GameObject> removeList = new List <GameObject>();

            foreach (GameObject gui in GUIRoutines.guiList)
            {
                removeList.Add(gui);
            }


            // Get rid of all active guis
            foreach (GameObject gui in removeList)
            {
                GUIRoutines.RemoveGUI(gui);
            }

            // Put all the units back on the OOB sheet
            foreach (Transform unit in GlobalDefinitions.allUnitsOnBoard.transform)
            {
                unit.GetComponent <UnitDatabaseFields>().unitInterdiction      = false;
                unit.GetComponent <UnitDatabaseFields>().isCommittedToAnAttack = false;
                unit.GetComponent <UnitDatabaseFields>().hasMoved                    = false;
                unit.GetComponent <UnitDatabaseFields>().unitEliminated              = false;
                unit.GetComponent <UnitDatabaseFields>().occupiedHex                 = null;
                unit.GetComponent <UnitDatabaseFields>().beginningTurnHex            = null;
                unit.GetComponent <UnitDatabaseFields>().invasionAreaIndex           = -1;
                unit.GetComponent <UnitDatabaseFields>().inSupply                    = true;
                unit.GetComponent <UnitDatabaseFields>().supplySource                = null;
                unit.GetComponent <UnitDatabaseFields>().supplyIncrementsOutOfSupply = 0;
                unit.GetComponent <UnitDatabaseFields>().remainingMovement           = unit.GetComponent <UnitDatabaseFields>().movementFactor;
                if (unit.GetComponent <UnitDatabaseFields>().occupiedHex != null)
                {
                    GlobalDefinitions.UnhighlightUnit(unit.gameObject);
                    GeneralHexRoutines.RemoveUnitFromHex(unit.gameObject, unit.GetComponent <UnitDatabaseFields>().occupiedHex);
                    unit.GetComponent <UnitDatabaseFields>().occupiedHex = null;
                }

                removeUnitList.Add(unit.gameObject);
            }

            foreach (GameObject unit in removeUnitList)
            {
                GlobalDefinitions.ReturnUnitToOOBShet(unit);
            }

            // Clear out the lists keeping track of both side's units on board
            GlobalDefinitions.alliedUnitsOnBoard.Clear();
            GlobalDefinitions.germanUnitsOnBoard.Clear();

            // Go through the hexes and reset all highlighting
            foreach (GameObject hex in HexDefinitions.allHexesOnBoard)
            {
                hex.GetComponent <HexDatabaseFields>().riverInterdiction   = false;
                hex.GetComponent <HexDatabaseFields>().closeDefenseSupport = false;
                hex.GetComponent <HexDatabaseFields>().successfullyInvaded = false;
                hex.GetComponent <HexDatabaseFields>().alliedControl       = false;
                hex.GetComponent <HexDatabaseFields>().inAlliedZOC         = false;
                hex.GetComponent <HexDatabaseFields>().inGermanZOC         = false;
                hex.GetComponent <HexDatabaseFields>().occupyingUnit.Clear();
                hex.GetComponent <HexDatabaseFields>().unitsExertingZOC.Clear();
                hex.GetComponent <HexDatabaseFields>().availableForMovement       = false;
                hex.GetComponent <HexDatabaseFields>().strategicRemainingMovement = 0;
                hex.GetComponent <HexDatabaseFields>().remainingMovement          = 0;
                hex.GetComponent <HexDatabaseFields>().supplySources.Clear();
                hex.GetComponent <HexDatabaseFields>().unitsThatCanBeSupplied.Clear();
                hex.GetComponent <HexDatabaseFields>().closeDefenseSupport = false;
                hex.GetComponent <HexDatabaseFields>().riverInterdiction   = false;
                hex.GetComponent <HexDatabaseFields>().carpetBombingActive = false;

                GlobalDefinitions.UnhighlightHex(hex.gameObject);
            }

            GlobalDefinitions.WriteToLogFile("Putting Allied units in Britain");
            // When restarting a game the units won't have their Britain location loaded so this needs to be done before a restart file is read
            GameControl.createBoardInstance.GetComponent <CreateBoard>().ReadBritainPlacement(GlobalGameFields.britainUnitLocationFile);

            GlobalDefinitions.ResetAllGlobalDefinitions();

            // Turn the button back on
            GlobalDefinitions.mainMenuButton.GetComponent <Button>().interactable = true;

            MainMenuRoutines.GetGameModeUI();
        }