/// <summary> /// Gets executed once when game program is started /// </summary> public void Init(MenuNavigator nav) { MenuNavigator = nav; // Buttons StartGameButton.onClick.AddListener(StartGameButton_OnClick); BackButton.onClick.AddListener(BackButton_OnClick); // Slots for (int i = 0; i < UiSlots.Count; i++) { LobbySlot slot = new LobbySlot(i, LobbySlotType.Free); Slots.Add(slot); UiSlots[i].Init(this, slot); } // Rules foreach (GameSettings.TurnLengthOptions option in Enum.GetValues(typeof(GameSettings.TurnLengthOptions))) { Rules[0].options.Add(new Dropdown.OptionData(option.ToString())); } foreach (Dropdown rule in Rules) { rule.value = 1; rule.value = 0; } for (int i = 0; i < Rules.Count; i++) { int j = i; // needed to to make sure call is made by value and not reference Rules[j].onValueChanged.AddListener((x) => OnRuleChanged(j, x)); } }
public void Init(MenuNavigator nav) { MenuNavigator = nav; SingleplayerButton.onClick.AddListener(CreateSingleplayerGame); HostGameButton.onClick.AddListener(HostGame); JoinGameButton.onClick.AddListener(JoinGame); ExitButton.onClick.AddListener(() => Application.Quit()); }