public void cbClickRestButton(Object target, params object[] args) { Debug.Log("Should make the rest button into a standard action button"); Skill skillRest = ContLocalUIInteraction.Get().chrSelected.skillRest; ContLocalUIInteraction.Get().ChooseSkillToSelect(skillRest); }
public void cbCancelSelectionProcess(Object target, params object[] args) { //End the local selection process for this target, including // cleaning up any local-setup for chosing this target (like spawned UI) EndLocalSelection(); ContLocalUIInteraction.Get().CancelSelectionsProcess(); }
public void cbReselectChar(Object target, params object[] args) { // If we now click on a different character, then we'll select them instead ContLocalUIInteraction.Get().chrSelected.Idle(); // Need to deselect our current character first ContLocalUIInteraction.Get().chrSelected = ((ViewChr)target).mod; ContLocalUIInteraction.Get().SetState(new StateTargetSelected()); }
protected override void OnStartLocalSelection() { //TODO:: Figure out how to do good highlighting for valid skillslots //Allow the local player to click on characters to view and select their skills ContLocalUIInteraction.Get().bCanSelectCharacters = true; //Set up the character-click triggers ViewSkill.subAllClick.Subscribe(cbClickSelectable); }
protected override void OnEndLocalSelection() { //TODO:: Unhighlight ALL skillslots //Remove the character-click triggers ViewSkill.subAllClick.UnSubscribe(cbClickSelectable); //Set our local selection state to idle since we don't want the character's skills window to still be up after clicking one ContLocalUIInteraction.Get().SetState(new StateTargetIdle()); }
override public void OnEnter() { if (ContLocalUIInteraction.Get().chrSelected != null) { ContLocalUIInteraction.Get().chrSelected.Idle(); } ContLocalUIInteraction.Get().chrSelected = null; ViewChr.subAllClick.Subscribe(cbClickChar); }
protected override void OnStartLocalSelection() { //Highlight all the targettable characters foreach (Chr c in GetValidSelectable(ContLocalUIInteraction.Get().selectionsInProgress)) { //Pass along the skill we're trying to select targets for c.subBecomesTargettable.NotifyObs(null, ContLocalUIInteraction.Get().selectionsInProgress.skillslotSelected); } //Set up the character-click triggers ViewChr.subAllClick.Subscribe(cbClickSelectable); }
public void AttemptSelection(object objSelected) { Debug.Log("Attempted to select " + objSelected); if (IsValidSelection(objSelected, ContLocalUIInteraction.Get().selectionsInProgress) == false) { Debug.Log("Invalid selection attempted!"); return; } //The selection is valid at this point so we can submit it to the LocalUIInteraction's built-up list ContLocalUIInteraction.Get().ReceiveNextSelection(objSelected); }
override public void OnEnter() { Debug.Assert(ContLocalUIInteraction.Get().chrSelected != null); ViewBackground.subAllBackgroundClick.Subscribe(cbDeselect); ViewChr.subAllClick.Subscribe(cbReselectChar); ViewSkill.subAllClick.Subscribe(cbClickSkill); ViewRestButton.subAllClick.Subscribe(cbClickRestButton); KeyBindings.SetBinding(cbClickRestButton, KeyCode.Space); ContLocalUIInteraction.Get().chrSelected.Select(); }
protected override void OnStartLocalSelection() { //Highlight all the targettable positions foreach (Position p in GetValidSelectable(ContLocalUIInteraction.Get().selectionsInProgress)) { //Pass along the skill we're trying to select targets for Debug.Log("About to let " + p + " know that it is selectable with sub " + p.subBecomesTargettable); Debug.Log("Selecting for " + ContLocalUIInteraction.Get().selectionsInProgress.skillslotSelected); p.subBecomesTargettable.NotifyObs(null, ContLocalUIInteraction.Get().selectionsInProgress.skillslotSelected); } //Set up the position-click triggers ViewPosition.subAllClick.Subscribe(cbClickSelectable); }
public void cbClickChar(Object target, params object[] args) { //Debug.Log("Clicked a Char with bCanSelectCharacters = " + ContLocalUIInteraction.Get().bCanSelectCharacters); //Only procede if we're allowed to select characters currently if (ContLocalUIInteraction.Get().bCanSelectCharacters == false) { return; } ContLocalUIInteraction.Get().chrSelected = ((ViewChr)target).mod; ContLocalUIInteraction.Get().SetState(new StateTargetSelected()); }
public void cbDeselect(Object target, params object[] args) { ContLocalUIInteraction.Get().SetState(new StateTargetIdle()); }
public void cbClickSkill(Object target, params object[] args) { ContLocalUIInteraction.Get().ChooseSkillToSelect(((ViewSkill)target).mod); }
public void cbStartTargetting(Object target, params object[] args) { SetSkillFocus(ContLocalUIInteraction.Get().selectionsInProgress.skillslotSelected.skill); bLocked = true; }