private void Start() { PlayerCoordinator player = FindObjectOfType <PlayerCoordinator>(); if (player) { m_NewPawn = player.InstantiatePawn(m_Pawns.SelectRandom()); m_NewPawn.transform.position = transform.position; } }
private void Event_OnCoordinatorTurnBegin(TurnCoordinator coordinator) { m_PrevCoordinator = coordinator as PlayerCoordinator; bool enableState = m_PrevCoordinator != null; foreach (var button in m_Targets) { button.interactable = enableState; } }
public void ToggleOpen(PlayerCoordinator coordinator) { if (m_CurrentCoordinator == coordinator) { Close(); } else { Open(coordinator); } }
public void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } }
public void Close() { if (m_CurrentCoordinator != null) { Clear(); gameObject.SetActive(false); m_CurrentCoordinator = null; m_Inventory = null; } }
public void ToggleOpen(PlayerCoordinator coordinator) { if (m_RecentCoordinator == coordinator) { CloseMenu(coordinator); } else { OpenMenu(coordinator); } }
public void Open(PlayerCoordinator coordinator) { if (m_CurrentCoordinator != coordinator) { Clear(); m_CurrentCoordinator = coordinator; m_Inventory = m_CurrentCoordinator.GetComponent <PlayerInventory>(); BuildMenus(); gameObject.SetActive(true); } }
public void CloseMenu(PlayerCoordinator coordinator, bool clearAction = true) { if (m_RecentCoordinator == coordinator) { m_RecentCoordinator = null; if (clearAction && coordinator != null && coordinator.PreviousKnownState == TurnState.Attacking) { coordinator.SetCurrentAttackAction(-1); } DestroyExistingOptions(); } }
public void PopulateContent(PlayerCoordinator coordinator, AttackAction attack, int index) { m_Attack = attack; var button = GetComponent <Button>(); var text = GetComponentInChildren <Text>(); button.onClick.AddListener(() => { coordinator.SetCurrentAttackAction(index); }); text.text = attack.AttackName; }
public void OpenMenu(PlayerCoordinator coordinator) { if (m_RecentCoordinator != coordinator) { m_RecentCoordinator = coordinator; DestroyExistingOptions(); // Build options var attackOptions = coordinator.CurrentAttackActions(); for (int i = 0; i < attackOptions.Length; ++i) { UIAttackButton newButton = Instantiate(m_DefaultButton, transform); newButton.PopulateContent(coordinator, attackOptions[i], i); newButton.gameObject.SetActive(true); } } }
private void Event_OnCoordinatorTurnEnd(TurnCoordinator coordinator) { m_AttackInteractions.CloseMenu(m_CurrentCoordinator); m_CurrentCoordinator = null; }
private void Event_OnCoordinatorTurnBegin(TurnCoordinator coordinator) { m_CurrentCoordinator = coordinator as PlayerCoordinator; }
public bool CancelReturnGesture(string gesture, int trackingId) { PlayerCoordinator playerCoordinator; lock (playerCoordinators) { playerCoordinator = playerCoordinators.ContainsKey(trackingId) ? playerCoordinators[trackingId] : (playerCoordinators[trackingId] = new PlayerCoordinator()); } return(playerCoordinator.CancelReturnGesture(gesture)); }
private void Start() { m_Coordinator = GetComponent <PlayerCoordinator>(); }
void Start() { pc = PlayerCoordinator.Instance; }