/// <summary>
    ///
    /// Initialise the class list object
    ///
    /// </summary>
    public void InitClassListObject(Classes.ClassList _thisClass, NewDeckUI _newDeckUI)
    {
        //Requires new deck UI in order to reference back for the click event
        newDeckUI = _newDeckUI;
        thisClass = _thisClass;

        //If the class is not playable adds a clarifier to the text
        var isPlayableText = Classes.GetClassData(_thisClass).IsPlayable ? "" : @" <color=""white"">(!)</color=""white"">";

        nameText.text          = thisClass.ToString().ToUpper() + isPlayableText;
        objectBackground.color = GameManager.instance.colourManager.GetClassColour(_thisClass);
        classIcon.sprite       = GameManager.instance.iconManager.GetIcon(_thisClass);
    }
Exemple #2
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    /// <summary>
    ///
    /// Find the required pages for the main menu
    ///
    /// </summary>
    public void SyncMenuPages()
    {
        activeMainPanel = ActiveMainPanels.Default;

        currentSceneController = GameObject.FindGameObjectWithTag("MainMenuUIController");
        var mainMenuUIReferences = currentSceneController.GetComponent <MainMenuUIReferences>();

        cardDetailDisplay    = mainMenuUIReferences.cardDetailDisplay.GetComponent <CardDetailUI>();
        upgradeDetailDisplay = mainMenuUIReferences.upgradeDetailDisplay.GetComponent <UpgradeDetailUI>();
        campaignPage         = mainMenuUIReferences.campaignUI.GetComponent <CampaignUI>();
        lobbyPage            = mainMenuUIReferences.lobbyUI.GetComponent <LobbyUI>();
        cardLibrary          = mainMenuUIReferences.libraryUI.GetComponent <CardLibraryParent>();
        newDeckUI            = mainMenuUIReferences.newDeckUI.GetComponent <NewDeckUI>();

        cardDetailDisplay.gameObject.SetActive(false);
        upgradeDetailDisplay.gameObject.SetActive(false);

        campaignPage.gameObject.SetActive(false);
        lobbyPage.gameObject.SetActive(false);
        cardLibrary.gameObject.SetActive(false);
        newDeckUI.gameObject.SetActive(false);
    }