/// <summary> /// Executes when the OK button is selected /// </summary> public void OkGameMode() { if (MainMenuRoutines.hotseatToggle.GetComponent <Toggle>().isOn) { GlobalDefinitions.WriteToLogFile("okGameMode: Setting up hotseat mode"); GlobalDefinitions.gameMode = GlobalDefinitions.GameModeValues.Hotseat; GlobalDefinitions.commandFileHeader = "Hotseat"; GameControl.CreateStatesForHotSeatOrNetwork(); GameControl.gameStateControlInstance.GetComponent <GameStateControl>().currentState = GameControl.setUpStateInstance.GetComponent <SetUpState>(); GameControl.gameStateControlInstance.GetComponent <GameStateControl>().currentState.Initialize(); GameControl.gameStateControlInstance.GetComponent <GameStateControl>().currentState.executeMethod(GameControl.inputMessage.GetComponent <InputMessage>()); GlobalDefinitions.gameStarted = true; GlobalDefinitions.SwitchLocalControl(true); GUIRoutines.RemoveGUI(transform.parent.gameObject); } else if (MainMenuRoutines.AIToggle.GetComponent <Toggle>().isOn) { // Note: unlike hotseat or network the state transitions in AI are determined by the side being played so the state creation is called in the button routines // that are invoked by the user selecting the side to play GlobalDefinitions.WriteToLogFile("okGameMode: Setting up AI mode"); GlobalDefinitions.commandFileHeader = "AI"; GlobalDefinitions.AskUserWhichSideToPlay(); GUIRoutines.RemoveGUI(transform.parent.gameObject); } //else if (MainMenuRoutines.peerToPeerNetworkToggle.GetComponent<Toggle>().isOn) //{ // GlobalDefinitions.WriteToLogFile("okGameMode: Setting up Peer to Peer Network mode"); // GlobalDefinitions.gameMode = GlobalDefinitions.GameModeValues.Peer2PeerNetwork; // GlobalDefinitions.commandFileHeader = "Peer2PeerNetwork"; // GameControl.CreateStatesForHotSeatOrNetwork(); // //GameControl.fileTransferServerInstance.GetComponent<FileTransferServer>().initiateFileTransferServer(); // MainMenuRoutines.NetworkSettingsUI(); // GUIRoutines.RemoveGUI(transform.parent.gameObject); //} }