private void Update() { if (EventSystem.instance.eventButtonSpawn == true) { eventButton.SetButtonInteractable(! (OverclockController.instance.overclocking || EventSystem.instance.chatting || EventSystem.instance.mutiny || EventSystem.instance.eventActive)); } }
public void SetTalkToCrewButtonState(bool state) { talkButton.interactable = state; talkButtonText.SetButtonInteractable(state); //changes tool tip text on why button is disabled if (GameManager.instance.currentGameState == InGameStates.ShipBuilding) { //overtimeToolTipDisabledText.SetActive(true); talkToCrewToolTipDisabledText.text = "Can't talk with Crew while Docked in the StarPort"; } else if (state == true) { //overtimeToolTipDisabledText.SetActive(false); talkToCrewToolTipDisabledText.text = " "; } else { //overtimeToolTipDisabledText.SetActive(true); talkToCrewToolTipDisabledText.text = "No Crew to Talk to in this Room"; } }
public void SetOvertimeButtonState(bool state) { overtimeButton.interactable = state; overtimeButtonText.SetButtonInteractable(state); //changes tool tip text on why button is disabled if (GameManager.instance.currentGameState == InGameStates.ShipBuilding) { //overtimeToolTipDisabledText.SetActive(true); overtimeToolTipDisabledText.text = "Can't Perform Overtime Mini-Game while docked in the StarPort"; } else if (state == true) { //overtimeToolTipDisabledText.SetActive(false); overtimeToolTipDisabledText.text = " "; } else { //overtimeToolTipDisabledText.SetActive(true); overtimeToolTipDisabledText.text = "Overtime Mini-Game is on Cooldown"; } }
private void Awake() { eventButton = GetComponent <ButtonTwoBehaviour>(); backDrop.SetActive(false); eventButton.SetButtonInteractable(false); }
// if hull repair should deactivate private void CheckCanRepairShip() { // has enough credits and hull is less than max hullRepairButton.SetButtonInteractable(shipStats.Credits >= priceForHullRepair && shipStats.ShipHealthCurrent.x < shipStats.ShipHealthCurrent.y); }
// if crew refill should deactivate private void CheckCanRefillCrew() { // has enough credits and crew current is less than capacity crewRefillButton.SetButtonInteractable(shipStats.Credits >= priceForCrewReplacement && shipStats.CrewCurrent.x < shipStats.CrewCurrent.y); }
// if energy refill should deactivate private void CheckCanRefillEnergy() { // has enough credits and energy is less than max energyRefillButton.SetButtonInteractable(shipStats.Credits >= priceForEnergyRefill && shipStats.Energy.x < shipStats.Energy.z); }
private void Update() { if (tutorialPanel.activeSelf && index == 0) { backButton.SetButtonInteractable(false); } else { backButton.SetButtonInteractable(true); } if (Input.GetKeyDown(KeyCode.Return)) { ContinueButton(); } if (Input.GetKeyDown(KeyCode.Backspace)) { ContinueButton(true); } if (tutorialPanel.activeSelf == true && GameManager.instance.currentGameState == InGameStates.Events && !ticker.IsTickStopped()) { Debug.LogWarning("stopping tick"); ticker.StopTickUpdate(); } //Effects /////////////////////////////////////////////////////////////////////////////////////// if (tutorialPanel.activeSelf == true) { if (GameManager.instance.currentGameState == InGameStates.ShipBuilding) { if (currentTutorial.tutorialMessages[index].ghostCursorHydroponics) { GhostCursorHydroponics(); } else if (currentTutorial.tutorialMessages[index].ghostCursorChargingTerminal) { GhostCursorChargingTerminal(); } else if (currentTutorial.tutorialMessages[index].ghostCursorArmorPlating) { GhostCursorArmorPlating(); } else if (currentTutorial.tutorialMessages[index].ghostCursorStatBar) { GhostCursorStatBar(); } else if (currentTutorial.tutorialMessages[index].ghostCursorCrewBunks) { GhostCursorCrewBunks(); } //Crew Management Effect else if (currentTutorial.tutorialMessages[index].selectRoom) { EffectSelectRoom(); } } } ///////////////////////////////////////////////////////////////////////////////// if (lerping) { ghostCursor.transform.position = LerpGhostCursor(lerpStart, lerpEnd, timeStartedLerping, lerpTime); if (ghostCursor.transform.position == lerpEnd) { lerping = false; BeginLerping(lerpStart, lerpEnd); } } //DynamicController(); }
private void Awake() { editCrewButton = GetComponent <ButtonTwoBehaviour>(); editCrewButton.SetButtonInteractable(false); }