public void UnitMenuDiscard(Game_Unit unit, int index) { TactileLibrary.Item_Data discarded_item = unit.actor.whole_inventory[index]; if (Global.battalion.convoy_ready_for_sending) { Global.game_battalions.add_item_to_convoy(discarded_item); set_item_sent_popup(discarded_item, 240); } else { set_item_drop_popup(discarded_item, 240); } unit.actor.discard_item(index); unit.actor.organize_items(); // If the inventory is still too full after discarding, // the discard menu just goes inactive until the map popup closes if (unit.actor.too_many_items) { UnitMenu = UnitMenuManager.ReopenDiscard(this); } else { UnitMenu = null; if (!Global.game_system.preparations) { Global.game_temp.menuing = false; } Global.game_temp.discard_menuing = false; Global.game_temp.force_send_to_convoy = false; } }
public void UnitMenuPromotionChoice(Game_Unit unit, int promotionId) { UnitMenu = null; Global.game_temp.menuing = false; Global.game_system.Class_Changer = unit.id; Global.game_system.Class_Change_To = promotionId; }
protected override void mapBindings() { base.mapBindings(); GameObject managers = GameObject.Find("Managers"); GameObject resources = GameObject.Find("Resources"); GameObject ui = GameObject.Find("UI"); injectionBinder.Bind <IRootContext>().ToValue(this).ToSingleton(); EventManager eventManager = managers.GetComponent <EventManager>(); injectionBinder.Bind <IEventManager>().ToValue(eventManager).ToSingleton(); GameManager gameManager = managers.GetComponent <GameManager>(); injectionBinder.Bind <IGameManager>().ToValue(gameManager).ToSingleton(); BoardManager boardManager = managers.GetComponent <BoardManager>(); injectionBinder.Bind <IBoardManager>().ToValue(boardManager).ToSingleton(); UnitMaterialManager unitMaterialManager = resources.GetComponent <UnitMaterialManager>(); injectionBinder.Bind <IUnitMaterialManager>().ToValue(unitMaterialManager).ToSingleton(); UnitImageManager unitImageManager = resources.GetComponent <UnitImageManager>(); injectionBinder.Bind <IUnitImageManager>().ToValue(unitImageManager).ToSingleton(); UnitManager unitManager = managers.GetComponent <UnitManager>(); injectionBinder.Bind <IUnitManager>().ToValue(unitManager).ToSingleton(); SelectionManager selectionManager = managers.GetComponent <SelectionManager>(); injectionBinder.Bind <ISelectionManager>().ToValue(selectionManager).ToSingleton(); CoverManager coverManager = managers.GetComponent <CoverManager>(); injectionBinder.Bind <ICoverManager>().ToValue(coverManager).ToSingleton(); IWinManager winManager = managers.GetComponent <WinManager>(); injectionBinder.Bind <IWinManager>().ToValue(winManager).ToSingleton(); UnitMenuManager unitMenuManager = ui.GetComponent <UnitMenuManager>(); Inject(unitMenuManager); UnitTutorialMenu unitTutorialMenu = ui.GetComponent <UnitTutorialMenu>(); Inject(unitTutorialMenu); ContinueScript continueScript = ui.GetComponent <ContinueScript>(); Inject(continueScript); }
protected virtual void clear_menus() { close_map_menu(); MapMenu = null; UnitMenu = null; Map_Save_Confirm_Window = null; }
// Close protected void close_unit_menu(bool move_range_visible = true) { UnitMenu = null; if (move_range_visible) { Global.game_map.move_range_visible = true; } // Reset context sensitive values on unit menu close Global.game_temp.ResetContextSensitiveUnitControl(); }
protected virtual bool update_menu_unit() { if (UnitMenu != null) { UnitMenu.Update(); if (UnitMenu != null && UnitMenu.Finished) { UnitMenu = null; } return(true); } return(false); }
protected override void call_promotion_choice_menu() { UnitMenu = UnitMenuManager.PromotionChoice( this, Global.game_system.Class_Changer, true, true); //Global.game_system.play_se(System_Sounds.Open); //@Debug }
protected virtual void call_promotion_choice_menu() { UnitMenu = UnitMenuManager.PromotionChoice(this, Global.game_system.Class_Changer); }
protected virtual void open_unit_menu() { UnitMenu = UnitMenuManager.CommandMenu(this); }
public void resume_arena() { UnitMenu = UnitMenuManager.ResumeArena(this); }
protected void preview_shop() { UnitMenu = UnitMenuManager.PreviewShop(this, Global.game_map.get_shop()); }
protected void open_discard_menu() { Global.game_system.play_se(System_Sounds.Open); UnitMenu = UnitMenuManager.Discard(this); }
protected void open_status_menu() { Global.game_system.play_se(System_Sounds.Confirm); UnitMenu = UnitMenuManager.StatusScreen(this); }