// ------------------------------------------------------------------------------- public void ChooseNewPlanetoid(Planetoid newPlanetoid) { if (newPlanetoid != mGameManager.CurrentPlanetoid) { var currentPlanetoid = mGameManager.CurrentPlanetoid; currentPlanetoid.gameObject.SetActive(false); // Make sure flipable planets are upside down before we land! if (newPlanetoid.Flipable != null) { newPlanetoid.Flipable.SetUpsideDown(true); } if (newPlanetoid.IsHomePlanetoid) { CurrentHomePlanetoid = newPlanetoid; CurrentHomePlanetoid.SetupProxies(ref PlanetoidProxies); } mGameManager.CurrentPlanetoid = newPlanetoid; newPlanetoid.gameObject.SetActive(false); // Don't turn it until we're ready to land! UpdateShiptTakeOffPoints(); TheSun.OrbitDistance = newPlanetoid.OuterOrbitDistance; TheMoon.OrbitDistance = newPlanetoid.OuterOrbitDistance; mSeedShip.SetAttachedToPlanetoid(false); // Let any interested parties know about the change if (OnPlanetoidChange != null) { OnPlanetoidChange.Invoke(newPlanetoid); } } }
// ------------------------------------------------------------------------------- private void OnSaveGameLoaded(GameData gameData) { CurrentHomePlanetoid.SetupProxies(ref PlanetoidProxies); }