public void ChangeMode(SurfacePanelMode newMode) { switch (newMode) { case SurfacePanelMode.Build: { int i = 0; hq = colony.hq; buildingsLevelToggles[0].transform.parent.gameObject.SetActive(true); while (i < buildingsLevelToggles.Length) { if (i >= hq.level) { buildingsLevelToggles[i].gameObject.SetActive(false); } else { buildingsLevelToggles[i].gameObject.SetActive(true); if (i == constructingLevel - 1) { buildingsLevelToggles[i].isOn = true; } else { buildingsLevelToggles[i].isOn = false; } } i++; } SetActionPanelStatus(false); SetBuildPanelStatus(true); returnButton.gameObject.SetActive(true); buildingButtonsContainer.gameObject.SetActive(true); // "surfaceBuildingPanel" RewriteBuildingButtons(); mode = SurfacePanelMode.Build; break; } case SurfacePanelMode.SelectAction: if (constructionPlane.activeSelf) { SwitchConstructionPlane(false); } buildIntersectionSubmit.SetActive(false); switch (mode) { case SurfacePanelMode.Build: SetBuildPanelStatus(false); break; } SetActionPanelStatus(true); mode = SurfacePanelMode.SelectAction; CheckGatherButton(); changeMaterialButton.gameObject.SetActive(IsChangeSurfaceMaterialAvalable()); columnCreateButton.gameObject.SetActive(IsColumnAvailable() & observingSurface.pos.y < Chunk.chunkSize); blockCreateButton.gameObject.SetActive(colony.hq.level > 5); break; } }
public void ChangeMode(SurfacePanelMode newMode) { switch (newMode) { case SurfacePanelMode.Build: { int i = 0; hq = colony.hq; buildingsLevelToggles[0].transform.parent.gameObject.SetActive(true); while (i < buildingsLevelToggles.Length) { if (i >= hq.level) { buildingsLevelToggles[i].gameObject.SetActive(false); } else { buildingsLevelToggles[i].gameObject.SetActive(true); if (i == constructingLevel - 1) { buildingsLevelToggles[i].isOn = true; } else { buildingsLevelToggles[i].isOn = false; } } i++; } SetActionPanelStatus(false); SetBuildPanelStatus(true); returnButton.gameObject.SetActive(true); buildingButtonsContainer.gameObject.SetActive(true); // "surfaceBuildingPanel" RewriteBuildingButtons(); mode = SurfacePanelMode.Build; break; } case SurfacePanelMode.SelectAction: if (constructionPlane.activeSelf) { SwitchConstructionPlane(false); } buildIntersectionSubmit.SetActive(false); switch (mode) { case SurfacePanelMode.Build: SetBuildPanelStatus(false); break; } SetActionPanelStatus(true); mode = SurfacePanelMode.SelectAction; break; } }