void Start() { main = this; GameManager.GameOver += CloseTownScreen; financeButton.onClick.AddListener(() => OpenFinancesTab()); storageButton.onClick.AddListener(() => OpenStorageTab()); buildingsButton.onClick.AddListener(() => { OpenBuildingsTab(); }); workshopsButton.onClick.AddListener(() => { OpenWorkshopsTab();}); marketButton.onClick.AddListener(() => { OpenMarketTab(); }); mercenariesButton.onClick.AddListener(()=>{OpenMercenariesTab();}); mapButton.onClick.AddListener(() => { ReturnToMap();}); gameObject.SetActive(false); }
public IEnumerator<ulong> MoveCursor(TownScreen.AvatarDirection dir) { bool updated = false; switch (dir) { case TownScreen.AvatarDirection.UP: if (cursorY > 0) { cursorY--; updated = true; } break; case TownScreen.AvatarDirection.DOWN: if (cursorY < tileEngine.MapGraphics.GetLength(0) - 1) { cursorY++; updated = true; } break; case TownScreen.AvatarDirection.LEFT: if (cursorX > 0) { cursorX--; updated = true; } break; case TownScreen.AvatarDirection.RIGHT: if (cursorX < tileEngine.MapGraphics.GetLength(1) - 1) { cursorX++; updated = true; } break; } if (updated) { cursor.BoundingRectangle = tileEngine.BoundingRectangle(cursorX, cursorY); if (State == BattleState.CHARACTER_ATTACK) { for (int row = 0; row < tileEngine.MapGraphics.GetLength(0); row++) { for (int col = 0; col < tileEngine.MapGraphics.GetLength(1); col++) { tileEngine.MapGraphics[row, col].Color = Color.White; } } selectedValidMoves.Clear(); selectedAOE.Clear(); MapFloodFill(selectedCharacterX, selectedCharacterY, selectedAttack.Range, true, Color.Yellow, selectedValidMoves); if (selectedValidMoves.ContainsKey(new Point(cursorX, cursorY))) MapFloodFill(cursorX, cursorY, selectedAttack.AOE, true, Color.Salmon, selectedAOE); } } yield break; }