//public bool active = false; public void pressed() { if (!Grid.controller.currentAction.equals("neutral")){ //really more simple if the menu is only clickable from neutral. return; } if (list != null){ //active = false; Destroy(list.gameObject); } else{ list = Instantiate(Grid.prefabLoader.guiList,new Vector3(transform.position.x - .5f,transform.position.y - GUIlist.SEPERATION - .2f,0),Quaternion.identity) as GUIlist; //active = true; list.transform.SetParent(transform,true); foreach(Phase phase in Grid.turnManager.player.phases){ if (!phase.activated){ list.addAction(phase); } } //foreach(Action spell in spells){ // list.addAction(spell); //} //list.addAction(Grid.turnManager.player.phase); } }
/***********************************UI************************************************************/ //set up the action menu. This will need to be fleshed out more once special actions are added. public void makeActionsMenu() { float scale = Grid.map.transform.localScale.x; //activeMenu = Instantiate(Grid.prefabLoader.guiList,new Vector3((tile.x + .6f)*scale,(tile.y*scale + .3f)*scale,0),Quaternion.identity) as GUIlist; activeMenu = Instantiate(Grid.prefabLoader.guiList,new Vector3(tile.x,tile.y,0),Quaternion.identity) as GUIlist; activeMenu.transform.SetParent(Grid.map.transform); activeMenu.transform.position = transform.position; activeMenu.transform.position += new Vector3(.3f,.6f,0f); //ActionPanel panel = activeMenu.GetComponentInChildren<ActionPanel>(); //panel.controller = controller; //panel.unit = this.GetComponent<Unit>(); foreach(Action action in actions){ activeMenu.addAction(action); } }