public override void OnOkButton() { if (state == State.MAIN) { switch (ingameButtons.GetPosition()) { case 0: Controls(); break; case 1: Options(); break; case 2: ReturnToMain(); break; case 3: EndTurn(); break; } menuAcceptEvent.Invoke(); } else if (state == State.CONTROLS) { if (howTo.CheckOk()) { OnBackButton(); } } else if (state == State.OPTION) { bool res = options.OKClicked(); if (res) { menuAcceptEvent.Invoke(); } } else if (state == State.POPUP) { MyPrompt.Result res = prompt.Click(true); if (res == MyPrompt.Result.OK1) { SceneChangeDelay(MenuMode.MAIN_MENU, "MainMenu"); menuAcceptEvent.Invoke(); } else { state = State.MAIN; menuBackEvent.Invoke(); } } }
public override void OnOkButton() { if (popupMode) { popupMode = false; MyPrompt.Result res = prompt.Click(true); if (res == MyPrompt.Result.OK1) { DropItem(); menuAcceptEvent.Invoke(); } else { menuBackEvent.Invoke(); } } else if (!selectMode) { InventoryTuple tuple = selectedCharacter.value.inventory.GetTuple(inventoryIndex.value); if (!string.IsNullOrEmpty(tuple.uuid)) { selectMode = true; ButtonSetup(); menuAcceptEvent.Invoke(); } } else { switch (inventoryButtons.GetValue()) { case 0: EquipItem(); break; case 1: UseItem(); break; case 2: InventoryTuple tup = selectedCharacter.value.inventory.GetTuple(inventoryIndex.value); prompt.ShowYesNoPopup("Drop " + tup.entryName + "?", false); popupMode = true; break; } menuAcceptEvent.Invoke(); } }
public override void OnBackButton() { if (popupMode) { popupMode = false; MyPrompt.Result res = prompt.Click(false); } else if (!selectMode) { InputDelegateController.instance.TriggerMenuChange(MenuMode.MAP); inventoryIndex.value = -1; } else { selectMode = false; inventoryButtons.ResetButtons(); } menuBackEvent.Invoke(); }
public void SelectItem() { if (currentMode == State.CHAR) { prompt.Show3Options("What do you want to do?", "TAKE", "STORE", "CANCEL", true); currentMode = State.MENU; } else if (currentMode == State.MENU) { MyPrompt.Result res = prompt.Click(true); if (res == MyPrompt.Result.OK1) { currentMode = State.TAKE; convoy.SetupStorage(); convoyView.SetActive(true); inventoryView.SetActive(true); charListView.SetActive(false); ShowItemInfo(); } else if (res == MyPrompt.Result.OK2) { currentMode = State.STORE; GenerateInventoryList(); ShowItemInfo(); } else { currentMode = State.CHAR; } } else if (currentMode == State.TAKE) { TakeItem(); } else if (currentMode == State.STORE) { StoreItem(); } }
public override void OnOkButton() { if (promptMode) { MyPrompt.Result res = prompt.Click(true); if (res == MyPrompt.Result.OK1) { currentMap.value = null; nextLoadState.value = (int)SaveScreenController.NextState.MAIN; SceneChangeDelay(MenuMode.SAVE, "SaveScene"); menuAcceptEvent.Invoke(); } else { promptMode = false; menuBackEvent.Invoke(); } return; } int menu = menuButtons.GetPosition(); if (menu == 5) { promptMode = true; prompt.ShowYesNoPopup("Save and return to main menu?", false); } else { mainArea.SetActive(false); for (int i = 0; i < areas.Length; i++) { areas[i].gameObject.SetActive(i == menu); } MenuChangeDelay(screens[menu]); } menuAcceptEvent.Invoke(); }