/// <summary>
    ///
    /// Inisitalise the effect UI
    ///
    /// </summary>
    public override void InitialiseEffectUI(EffectsBarUI.EffectTypes _effectType, GameplayUI _gameplayUI, EffectsBarUI _effectBarUI)
    {
        base.InitialiseEffectUI(_effectType, _gameplayUI, _effectBarUI);


        ResetState();
    }
Esempio n. 2
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    public override void InitialiseEffectUI(EffectsBarUI.EffectTypes _effectType, GameplayUI _gameplayUI, EffectsBarUI _effectBarUI)
    {
        base.InitialiseEffectUI(_effectType, _gameplayUI, _effectBarUI);

        GeneralUIExtensions.InitDropdownOfType(recruitTypeDropdown, new List <RecruitTypes>());

        ResetState();
    }
    public override void InitialiseEffectUI(EffectsBarUI.EffectTypes _effectType, GameplayUI _gameplayUI, EffectsBarUI _effectBarUI)
    {
        base.InitialiseEffectUI(_effectType, _gameplayUI, _effectBarUI);

        GeneralUIExtensions.InitDropdownOfType(tileStatusDropdown, new List <TileStatuses>(), orderAlphabetical: true);

        ResetState();
    }
Esempio n. 4
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 /// <summary>
 ///
 /// Initialises the effect UI
 ///
 /// </summary>
 public virtual void InitialiseEffectUI(EffectsBarUI.EffectTypes _effectType, GameplayUI _gameplayUI, EffectsBarUI _effectBarUI)
 {
     effectComplete           = true;
     effectType               = _effectType;
     effectTitle.text         = _effectType.GetEnumDescription();
     gameplayUI               = _gameplayUI;
     effectBarUI              = _effectBarUI;
     buttonGroup.interactable = true;
 }
Esempio n. 5
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    /// <summary>
    ///
    /// Inisitalise the effect UI
    ///
    /// </summary>
    public override void InitialiseEffectUI(EffectsBarUI.EffectTypes _effectType, GameplayUI _gameplayUI, EffectsBarUI _effectBarUI)
    {
        base.InitialiseEffectUI(_effectType, _gameplayUI, _effectBarUI);

        mulliganButton.interactable = true;
    }