public void Initialize() { string saveFile = Path.Combine(UnityEngine.Application.persistentDataPath, Filepath.SAVE_FILE); string _autosavefile = Path.Combine(UnityEngine.Application.persistentDataPath, Filepath.AUTOSAVE); AmbitionApp.Game.Activity = ActivityType.Title; if (File.Exists(saveFile)) { string result = File.ReadAllText(saveFile); List <string[]> saves = JsonConvert.DeserializeObject <List <string[]> >(result); if (saves == null) { ErrorEventArgs error = new ErrorEventArgs(ErrorEventArgs.ErrorType.save_file, saveFile); AmbitionApp.SendMessage(GameMessages.ERROR, error); LoadGameBtn.gameObject.SetActive(File.Exists(saveFile)); } else { LoadGameBtn.gameObject.SetActive(saves.Count > 0); } } else { LoadGameBtn.gameObject.SetActive(false); } ContinueGameBtn?.gameObject.SetActive(File.Exists(_autosavefile)); AmbitionApp.Subscribe <float>(GameMessages.FADE_OUT, HandleFade); AmbitionApp.SendMessage(AudioMessages.PLAY_MUSIC, StartupSound); }
void OnEnable() { _text = _text ?? GetComponent <Text>(); _livre = -1; AmbitionApp.Subscribe <int>(GameConsts.LIVRE, HandleLivre); HandleLivre(AmbitionApp.Game.Livre); }
void Awake() { _text = this.GetComponentInChildren <Text>(); AmbitionApp.Subscribe <PartyVO>(HandleParty); HandleParty(AmbitionApp.GetModel <PartyModel>().Party); }
protected void InitGuest() { _index = transform.GetSiblingIndex(); AmbitionApp.Subscribe <CharacterVO[]>(HandleGuests); AmbitionApp.Subscribe <CharacterVO>(HandleGuest); this.gameObject.SetActive(false); }
private void OnEnable() { AmbitionApp.Subscribe <RemarkVO>(HandleRemark); AmbitionApp.Subscribe <CharacterVO>(PartyMessages.GUEST_TARGETED, HandleGuestTargeted); AmbitionApp.Subscribe <int>(GameConsts.INTOXICATION, HandleIntoxication); On = false; }
void Awake() { AmbitionApp.Subscribe <MomentVO>(HandleMoment); AmbitionApp.Subscribe <IncidentVO>(IncidentMessages.START_INCIDENT, HandleIncident); AmbitionApp.Subscribe <string>(IncidentMessages.END_INCIDENT, HandleEndIncident); AmbitionApp.Subscribe <TransitionVO[]>(HandleTransitions); }
private void GoToRoom() { StopAllCoroutines(); Fader.enabled = false; AmbitionApp.SendMessage(GameMessages.FADE_OUT); AmbitionApp.Subscribe(GameMessages.FADE_OUT_COMPLETE, OnFadeOut); }
void Awake() { AmbitionApp.Subscribe <ItemVO>(InventoryMessages.DISPLAY_ITEM, HandleItemDisplay); AmbitionApp.Subscribe(InventoryMessages.BUY_ITEM, BlankStats); //Gotta wipe the slate once the item's been moved AmbitionApp.Subscribe(InventoryMessages.SELL_ITEM, BlankStats); BlankStats(); }
void OnEnable() { AmbitionApp.Subscribe <GuestVO>(PartyMessages.GUEST_TARGETED, HandleTargeted); AmbitionApp.Subscribe <GuestVO>(PartyMessages.GUEST_SELECTED, HandleSelected); AmbitionApp.Subscribe <RemarkVO>(HandleRemark); AmbitionApp.Subscribe <int>(GameConsts.INTOXICATION, HandleIntoxication); }
private void Awake() { PartyModel model = AmbitionApp.GetModel <PartyModel>(); if (Map == null) { Map = model.LoadMap(transform.transform); } if (Map == null) { PrefabMap prefab = Array.Find(Maps, m => m.ID.ToLower() == model.Party.Faction.ToString().ToLower()); if (prefab.Prefab == null) { prefab = RNG.TakeRandom(Maps); } GameObject obj = Instantiate <GameObject>(prefab.Prefab, transform.transform); Map = obj.GetComponent <MapView>(); } if (Map != null) { _rooms = Map.GetComponentsInChildren <RoomView>(); model.NumRooms = _rooms.Length; AmbitionApp.Subscribe <IncidentVO[]>(PartyMessages.SELECT_INCIDENTS, HandleIncidents); if (!string.IsNullOrEmpty(Map.Music.Name)) { AmbitionApp.SendMessage(AudioMessages.PLAY_MUSIC, Map.Music.Name); } } }
void Awake() { _text = GetComponent <Text>(); _calendar = AmbitionApp.GetModel <CalendarModel>(); AmbitionApp.Subscribe <DateTime>(HandleDate); HandleDate(_calendar.Today); }
void OnEnable() { _month = AmbitionApp.Calendar.Today.Month; AmbitionApp.Subscribe <PartyVO>(HandlePartyUpdated); AmbitionApp.Calendar.Observe(HandleRefresh); AmbitionApp.Subscribe <RendezVO>(HandleRendezvous); }
void OnEnable() { _script = GetComponent <SpotlightView>(); AmbitionApp.Subscribe <GuestVO>(PartyMessages.GUEST_TARGETED, HandleGuest); StopAllCoroutines(); StartCoroutine(FlashCR()); }
override public void Initialize() { MapModel model = AmbitionApp.GetModel <MapModel>(); _room = Array.Find(model.Map.Rooms, r => r.HostHere); AmbitionApp.Subscribe(PartyMessages.SHOW_MAP, HandleMap); HandleMap(); }
void Awake() { _model = AmbitionApp.GetModel <MapModel>(); _buttons = new Dictionary <RoomVO, RoomButton>(); AmbitionApp.Subscribe(PartyMessages.SHOW_MAP, ShowMap); AmbitionApp.Subscribe(PartyMessages.SHOW_ROOM, Lock); AmbitionApp.Subscribe <string>(GameMessages.DIALOG_CLOSED, Unlock); }
void OnEnable() { int initialStat = GetInitialStat(); FillImage.fillAmount = .01f * (float)initialStat; AmbitionApp.Subscribe <int>(GetMessageID(), HandleUpdate); UpdateText(initialStat); }
// Creates a private material used to the effect void Awake() { _material = new Material(Effect); AmbitionApp.Subscribe(GameMessages.FADE_OUT, HandleFadeOut); AmbitionApp.Subscribe(GameMessages.FADE_IN, HandleFadeIn); AmbitionApp.Subscribe <float>(GameMessages.FADE_OUT, HandleFadeOut); AmbitionApp.Subscribe <float>(GameMessages.FADE_IN, HandleFadeIn); }
// Use this for initialization void Awake() { BlankStats(); SetUpDictionary(); AmbitionApp.Subscribe <Gossip>(InventoryMessages.DISPLAY_GOSSIP, HandleGossipStats); AmbitionApp.Subscribe(InventoryMessages.PEDDLE_GOSSIP, BlankStats); //Gotta wipe the slate once the item's been moved AmbitionApp.Subscribe(InventoryMessages.SELL_GOSSIP, BlankStats); }
private void Awake() { _gossip = null; BlankStats(); AmbitionApp.Subscribe <Gossip>(InventoryMessages.DISPLAY_GOSSIP, DisplayGossip); AmbitionApp.Subscribe(InventoryMessages.SELL_GOSSIP, BlankStats); AmbitionApp.Subscribe(InventoryMessages.PEDDLE_GOSSIP, BlankStats); }
void Awake() { _background = gameObject.GetComponent <Image>(); //AmbitionApp.Subscribe<IncidentVO>(IncidentMessages.START_INCIDENT, HandleIncident); This isn't working because Start Incident is the same message that creates this modal. //It never has a chance to listen for the message, because the message already happened AmbitionApp.Subscribe <MomentVO>(HandleMoment); SetIncidentTitle(); }
void Awake() { _text = GetComponentInChildren <Text>(); _option = gameObject.transform.GetSiblingIndex(); _btn = gameObject.GetComponent <Button>(); _btn.onClick.AddListener(OnClick); AmbitionApp.Subscribe <TransitionVO[]>(HandleTransitions); }
void OnEnable() { CalendarModel calendar = AmbitionApp.GetModel <CalendarModel>(); AmbitionApp.Subscribe <DateTime>(CalendarMessages.VIEW_MONTH, HandleMonth); _btn.onClick.AddListener(HandleClick); _date = calendar.Today; _date.AddDays(1 - _date.Day); }
public void Awake() { LocalizationModel model = AmbitionApp.GetModel <LocalizationModel>(); AmbitionApp.Subscribe <string>(GameMessages.SHOW_HEADER, SetHeaderTitle); AmbitionApp.Subscribe <string>(GameMessages.SCENE_LOADED, HandleSceneLoaded); AmbitionApp.Subscribe(GameMessages.HIDE_HEADER, ClearOverlays); SetHeaderTitle(model.HeaderTitlePhrase); }
void Start() { AmbitionApp.Subscribe(GameMessages.FADE_OUT, HandleFadeOut); AmbitionApp.Subscribe(GameMessages.FADE_IN, HandleFadeIn); AmbitionApp.Subscribe <float>(GameMessages.FADE_OUT, HandleFadeOut); AmbitionApp.Subscribe <float>(GameMessages.FADE_IN, HandleFadeIn); AmbitionApp.Subscribe(GameMessages.INTERRUPT_FADE, HandleInterruptFade); _blockerAlpha = FaderImage.color.a; }
void Awake() { _image = GetComponent <Image>(); _index = transform.GetSiblingIndex(); _animator = GetComponent <Animator>(); AmbitionApp.Subscribe <RemarkVO[]>(HandleHand); AmbitionApp.Subscribe <RemarkVO>(HandleRemark); _savedPosition = RemarkViews[_index].localPosition; }
void Start() { Cursor.SetCursor(CursorRest, HotSpot, CursorMode); AmbitionApp.Subscribe <string>(GameMessages.SCENE_LOADED, HandleSceneLoaded); AmbitionApp.Subscribe <string>(GameMessages.DIALOG_OPENED, HandleDialogOpened); AmbitionApp.Subscribe <string>(GameMessages.DIALOG_CLOSED, HandleDialogClosed); AmbitionApp.Subscribe(GameMessages.FADE_OUT, HandleFadeOut); AmbitionApp.Subscribe <float>(GameMessages.FADE_OUT, HandleFadeOut); HandleSceneLoaded(sceneMediator.SceneID); }
private void Awake() { AmbitionApp.Subscribe(InventoryMessages.BUY_ITEM, PopulateInventory); //Gotta wipe the slate once the item's been moved AmbitionApp.Subscribe(InventoryMessages.SELL_ITEM, PopulateInventory); AmbitionApp.Subscribe <string>(InventoryMessages.SORT_INVENTORY, SortInventory); SetSortTypes(); SwitchToOutfitInventory(); MerchantCheck(); PopulateInventory(); }
private void Awake() { AmbitionApp.Subscribe(InventoryMessages.PEDDLE_GOSSIP, PopulateInventory); //Gotta wipe the slate once the item's been moved AmbitionApp.Subscribe(InventoryMessages.SELL_GOSSIP, PopulateInventory); AmbitionApp.Subscribe <string>(InventoryMessages.SORT_INVENTORY, SortInventory); _inventorymodel.GossipSoldOrPeddled = 0; //This is used for determining if the player was caught selling gossip SetSortTypes(); HideGossipSortList(); SortInventory("Tier"); //Contains Populate Inventory in it already }
void Awake() { InventoryModel inventory = AmbitionApp.GetModel <InventoryModel>(); ItemVO outfit; inventory.Equipped.TryGetValue(ItemConsts.OUTFIT, out outfit); _button = gameObject.GetComponent <Button>(); AmbitionApp.Subscribe <ItemVO>(InventoryMessages.EQUIPPED, HandleOutfit); HandleOutfit(outfit); }
void Awake() { if (!AmbitionApp.IsActiveMachine(TutorialConsts.TUTORIAL_MACHINE)) { Destroy(this); } else { AmbitionApp.Subscribe(PartyMessages.SHOW_ROOM, HandleTutorialRoom); } }