void setGUIElementsAccesability()
    {
        var economy = shownFactory.province.owner.economy;

        //upgradeButton.interactable = economy.allowsFactoryUpgradeByGovernment();
        //setButtonTooltip(upgradeButton, shownFactory.whyCantUpgradeFactory(Game.player));
        //upgradeButton.interactable = shownFactory.getConditionsForFactoryUpgrade(Game.player,  out upgradeButton.GetComponentInChildren<ToolTipHandler>().tooltip);
        upgradeButton.interactable = shownFactory.conditionsUpgrade.isAllTrue(Game.player, out upgradeButton.GetComponentInChildren <ToolTipHandler>().tooltip);

        subidize.interactable = shownFactory.conditionsSubsidize.isAllTrue(Game.player, out subidize.GetComponentInChildren <ToolTipHandler>().tooltip);
        //subidize.interactable = shownFactory.con
        if (shownFactory.isWorking())
        {
            reopenButtonflag = reopenButtonStatus.close;
        }
        else
        {
            reopenButtonflag = reopenButtonStatus.reopen;
        }
        if (reopenButtonflag == reopenButtonStatus.close)
        {
            //reopenButton.interactable = economy.allowsFactoryCloseByGovernment();
            reopenButton.GetComponentInChildren <Text>().text = "Close";
            //setButtonTooltip(reopenButton, shownFactory.whyCantCloseFactory());
            reopenButton.interactable = shownFactory.conditionsClose.isAllTrue(Game.player, out reopenButton.GetComponentInChildren <ToolTipHandler>().tooltip);
        }
        else
        {
            //reopenButton.interactable = economy.allowsFactoryReopenByGovernment();
            //setButtonTooltip(reopenButton, shownFactory.whyCantReopenFactory());
            reopenButton.interactable = shownFactory.conditionsReopen.isAllTrue(Game.player, out reopenButton.GetComponentInChildren <ToolTipHandler>().tooltip);
            reopenButton.GetComponentInChildren <Text>().text = "Reopen";
        }

        //destroyButton.interactable = economy.allowsFactoryDestroyByGovernment();
        // hint = shownFactory.whyCantDestroyFactory();
        //setButtonTooltip(destroyButton, shownFactory.whyCantDestroyFactory());
        destroyButton.interactable = shownFactory.conditionsDestroy.isAllTrue(Game.player, out destroyButton.GetComponentInChildren <ToolTipHandler>().tooltip);

        sellButton.interactable        = shownFactory.conditionsSell.isAllTrue(Game.player, out sellButton.GetComponentInChildren <ToolTipHandler>().tooltip);
        buyButton.interactable         = shownFactory.conditionsBuy.isAllTrue(Game.player, out buyButton.GetComponentInChildren <ToolTipHandler>().tooltip);
        nationalizeButton.interactable = shownFactory.conditionsNatinalize.isAllTrue(Game.player, out nationalizeButton.GetComponentInChildren <ToolTipHandler>().tooltip);

        //sellButton.interactable = economy.allowsFactorySellByGovernment();
        //buyButton.interactable = economy.allowsFactoryBuyByGovernment();
        //nationalizeButton.interactable = economy.allowsFactoryNatonalizeByGovernment();
        this.priority.interactable            = shownFactory.conditionsChangePriority.isAllTrue(Game.player, out priority.GetComponentInChildren <ToolTipHandler>().tooltip);
        this.subidize.interactable            = shownFactory.conditionsSubsidize.isAllTrue(Game.player, out subidize.GetComponentInChildren <ToolTipHandler>().tooltip);
        this.dontHireOnSubsidies.interactable = shownFactory.conditionsDontHireOnSubsidies.isAllTrue(Game.player, out dontHireOnSubsidies.GetComponentInChildren <ToolTipHandler>().tooltip);

        priority.value           = shownFactory.getPriority();
        subidize.isOn            = shownFactory.isSubsidized();
        dontHireOnSubsidies.isOn = shownFactory.isDontHireOnSubsidies();
    }
Exemple #2
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        void setGUIElementsAccesability()
        {
            string dynText;

            upgradeButton.interactable = Factory.conditionsUpgrade.isAllTrue(factory, Game.Player, out dynText);
            upgradeButton.GetComponent <ToolTipHandler>().SetTextDynamic(() => dynText + "\n\nUpgrade makes enterprise bigger");

            subidize.interactable = Factory.conditionsSubsidize.isAllTrue(factory, Game.Player, out subidize.GetComponent <ToolTipHandler>().text);

            if (factory.IsOpen)
            {
                reopenButtonflag = reopenButtonStatus.close;
            }
            else
            {
                reopenButtonflag = reopenButtonStatus.reopen;
            }
            if (reopenButtonflag == reopenButtonStatus.close)
            {
                reopenButton.GetComponentInChildren <Text>().text = "Close enterprise";
                reopenButton.interactable = Factory.conditionsClose.isAllTrue(factory, Game.Player, out reopenButton.GetComponent <ToolTipHandler>().text);
            }
            else
            {
                reopenButton.interactable = Factory.conditionsReopen.isAllTrue(factory, Game.Player, out reopenButton.GetComponent <ToolTipHandler>().text);
                reopenButton.GetComponentInChildren <Text>().text = "Reopen";
            }

            destroyButton.interactable = Factory.conditionsDestroy.isAllTrue(factory, Game.Player, out destroyButton.GetComponent <ToolTipHandler>().text);


            nationalizeButton.interactable = Factory.conditionsNatinalize.isAllTrue(factory, Game.Player, out nationalizeButton.GetComponent <ToolTipHandler>().text);
            nationalizeButton.GetComponent <ToolTipHandler>().AddText("\nThat would make owners angry and would reduce your reputation");

            this.priority.interactable = Factory.conditionsChangePriority.isAllTrue(factory, Game.Player, out priority.GetComponent <ToolTipHandler>().text);
            priority.GetComponent <ToolTipHandler>().text += "\n\nHighest priority enterprises get workforce first";

            this.subidize.interactable            = Factory.conditionsSubsidize.isAllTrue(factory, Game.Player, out subidize.GetComponent <ToolTipHandler>().text);
            this.dontHireOnSubsidies.interactable = Factory.conditionsDontHireOnSubsidies.isAllTrue(factory, Game.Player, out dontHireOnSubsidies.GetComponent <ToolTipHandler>().text);

            priority.value           = factory.getPriority();
            subidize.isOn            = factory.isSubsidized();
            dontHireOnSubsidies.isOn = factory.isDontHireOnSubsidies();
        }
        void setGUIElementsAccesability()
        {
            upgradeButton.interactable = Factory.conditionsUpgrade.isAllTrue(shownFactory, Game.Player, out upgradeButton.GetComponent <ToolTipHandler>().text);
            upgradeButton.GetComponent <ToolTipHandler>().text += "\n\nUpgrade makes enterprise bigger";

            subidize.interactable = Factory.conditionsSubsidize.isAllTrue(shownFactory, Game.Player, out subidize.GetComponent <ToolTipHandler>().text);

            if (shownFactory.isWorking())
            {
                reopenButtonflag = reopenButtonStatus.close;
            }
            else
            {
                reopenButtonflag = reopenButtonStatus.reopen;
            }
            if (reopenButtonflag == reopenButtonStatus.close)
            {
                reopenButton.GetComponentInChildren <Text>().text = "Close";
                reopenButton.interactable = Factory.conditionsClose.isAllTrue(shownFactory, Game.Player, out reopenButton.GetComponent <ToolTipHandler>().text);
            }
            else
            {
                reopenButton.interactable = Factory.conditionsReopen.isAllTrue(shownFactory, Game.Player, out reopenButton.GetComponent <ToolTipHandler>().text);
                reopenButton.GetComponentInChildren <Text>().text = "Reopen";
            }

            destroyButton.interactable = Factory.conditionsDestroy.isAllTrue(shownFactory, Game.Player, out destroyButton.GetComponent <ToolTipHandler>().text);

            sellButton.interactable        = Factory.conditionsSell.isAllTrue(Game.Player, out sellButton.GetComponent <ToolTipHandler>().text);
            buyButton.interactable         = Factory.conditionsBuy.isAllTrue(Game.Player, out buyButton.GetComponent <ToolTipHandler>().text);
            nationalizeButton.interactable = Factory.conditionsNatinalize.isAllTrue(shownFactory, Game.Player, out nationalizeButton.GetComponent <ToolTipHandler>().text);

            this.priority.interactable = Factory.conditionsChangePriority.isAllTrue(shownFactory, Game.Player, out priority.GetComponent <ToolTipHandler>().text);
            priority.GetComponent <ToolTipHandler>().text += "\n\nHighest priority enterprises get workforce first";

            this.subidize.interactable            = Factory.conditionsSubsidize.isAllTrue(shownFactory, Game.Player, out subidize.GetComponent <ToolTipHandler>().text);
            this.dontHireOnSubsidies.interactable = Factory.conditionsDontHireOnSubsidies.isAllTrue(shownFactory, Game.Player, out dontHireOnSubsidies.GetComponent <ToolTipHandler>().text);

            priority.value           = shownFactory.getPriority();
            subidize.isOn            = shownFactory.isSubsidized();
            dontHireOnSubsidies.isOn = shownFactory.isDontHireOnSubsidies();
        }