コード例 #1
0
ファイル: SwarmManager.cs プロジェクト: qbasicjed/FlyCasual
    private static void AssignManeuverToAllShips(string maneuverCode)
    {
        IsActive = false;

        GameMode.CurrentGameMode.SetSwarmManagerManeuver(maneuverCode);

        DirectionsMenu.FinishManeuverSelections();
    }
コード例 #2
0
    public static void AssignManeuver(int shipId, string maneuverCode)
    {
        Selection.ChangeActiveShip("ShipId:" + shipId);
        UI.HideContextMenu();

        Selection.ThisShip.SetAssignedManeuver(MovementFromString(maneuverCode));

        DirectionsMenu.FinishManeuverSelections();
    }
コード例 #3
0
    public static void Show(Action <string> doWithSelectedManeuver, Action callback, Func <string, bool> filter = null, bool isRegularPlanning = false)
    {
        UI.HideNextButton();

        PrepareSubphase(doWithSelectedManeuver, callback);

        GameObject prefab = (GameObject)Resources.Load("Prefabs/UI/DirectionsWindow", typeof(GameObject));

        DirectionsWindow = MonoBehaviour.Instantiate(prefab, GameObject.Find("UI/DirectionsPanel").transform);

        if (Selection.ThisShip.Owner is Players.HumanPlayer)
        {
            GameObject.Find("UI").transform.Find("ContextMenuPanel").gameObject.SetActive(false);
            CustomizeDirectionsMenu(filter);
            CustomizeForStressed();
            DirectionsWindow.transform.localPosition = FixMenuPosition(
                DirectionsWindow.transform.gameObject,
                Input.mousePosition
                );
        }
        else
        {
            DirectionsMenu.Hide();
        }

        Phases.CurrentSubPhase.IsReadyForCommands = true;

        if (isRegularPlanning)
        {
            Selection.ThisShip.Owner.AskAssignManeuver();
        }

        if (!HasAnyAvailableManeuver)
        {
            Messages.ShowError("No available maneuvers!");

            DirectionsMenu.Hide();
            DirectionsMenu.FinishManeuverSelections();
        }
    }