protected override void Refresh(object sender, string propertyChanged) { base.Refresh(sender, propertyChanged); //If the ship is at 100HP already, then let's not worry about giving the player the costs--we'll replace the costs by an X // --and disable the repair buttons if (Mathf.CeilToInt(Model.shipHealth.Value) == 100) { CostOneHp.Bind(ValueModel.New("X")); CostAllHp.Bind(ValueModel.New("X")); RepairOneButton.GetComponent <Button>().interactable = false; RepairAllButton.GetComponent <Button>().interactable = false; } else { CostOneHp.Bind(ValueModel.New(Model.costToRepair) .Select(cost => Mathf.CeilToInt(cost)) .AsString()); CostAllHp.Bind(ValueModel.New(Model.costToRepair) .Select(cost => (Mathf.CeilToInt(100 - Mathf.CeilToInt(Globals.GameVars.playerShipVariables.ship.health)) * cost)) .AsString()); RepairOneButton.GetComponent <Button>().interactable = true; RepairAllButton.GetComponent <Button>().interactable = true; } // TODO: Flesh out upgrade system? For now, you can only upgrade once and it just gives you the main ship. You start out with a smaller one. UpgradeButton.GetComponent <Button>().interactable = Model.shipLevel.Value == 0; }
public override void Awake() { backButton.onClick.AddListener(OpenPreviousView); buttons.Add(aboutGameButton); buttons.Add(creatingTournamentButton); buttons.Add(howToPlayButton); buttons.Add(payoutsButton); buttons.Add(tournamentHistoryButton); buttons.Add(settingButton); foreach (var button in buttons) { button.OnButtonClick += SwitchButton; } aboutGameButton.GetComponent <Button>().onClick.AddListener(ScrollToAboutGameText); creatingTournamentButton.GetComponent <Button>().onClick.AddListener(ScrollToCreatingTournamentText); howToPlayButton.GetComponent <Button>().onClick.AddListener(ScrollToHowToPlayText); payoutsButton.GetComponent <Button>().onClick.AddListener(delegate { ScrollToTheEnd(payoutsButton); }); tournamentHistoryButton.GetComponent <Button>().onClick.AddListener(delegate { ScrollToTheEnd(tournamentHistoryButton); }); settingButton.GetComponent <Button>().onClick.AddListener(delegate { ScrollToTheEnd(settingButton); }); scrollView.onValueChanged.AddListener(UpdateScrollPosition); Clear(); }
private void AddButton <T>(Cell cell) where T : IBuyable, IPlaceable, IProgressive, new() { var button = _listMenuViewInstance.AddButton(_buttonViewPrefab.GetComponent <Button>(), () => { var value = GameManager.Instance.TradeService.TryBuy <T>(); if (value == null) { return; } cell.SetContent(value); value.ProgressChanged += f => { cell.SetProgressBarValue(f); }; Destroy(_listMenuViewInstance.gameObject); }); var buttonView = button.GetComponent <ButtonView>(); if (buttonView != null) { buttonView.SetContentImage(GameManager.Instance.ImageManager.GetImage(typeof(T).Name)); } }
public override void Awake() { dashboardBtn.GetComponent <Button>().onClick.AddListener(DashboardBtn_Click); gamesBtn.GetComponent <Button>().onClick.AddListener(GamesBtn_Click); settingsBtn.GetComponent <Button>().onClick.AddListener(SettingsBtn_Click); accountButton.onClick.AddListener(AccountBtn_Click); noticeButton.GetComponent <Button>().onClick.AddListener(NoticesBtn_Click); allHeaderButtons.Add(gamesBtn); allHeaderButtons.Add(dashboardBtn); allHeaderButtons.Add(settingsBtn); allHeaderButtons.Add(noticeButton); UIController.Instance.OnDashboardButton += ShowDashboardBtn; UIController.Instance.OnGamesButton += ShowGamesBtn; OnDashboardClick += ShowDashboardBtn; OnSettingsClick += ShowSettingsButton; OnGamesClick += ShowGamesBtn; }