// when they press the New Route button, we start into the adding route nodes. public void BT_NewRoute() { // we also spawn a new route at the feet of whichever player is currently active. int actInd = cSelector.FGetActivePlayerIndex(); if (actInd == -1) { Debug.Log("Problem, no player active"); return; } PE_Route[] oldRoutes = FindObjectsOfType <PE_Route>(); for (int i = 0; i < oldRoutes.Length; i++) { if (oldRoutes[i].mTag == cSelector.rGuys[actInd].GetComponent <PE_Role>().mTag) { oldRoutes[i].FDestroySelf(); break; } } mState = ROUTE_TOOL_STATE.SOPENED; mCurRoute = Instantiate(PF_RouteObj, cSelector.rGuys[actInd].transform.position, transform.rotation); mCurRoute.mNodes = new List <GameObject>(); SpawnPoint(cSelector.rGuys[actInd].transform.position); }
// save the current route to the disk. public void BT_RouteNamed() { Debug.Log("BT_ROuteNamed"); if (mState != ROUTE_TOOL_STATE.SSAVING) { Debug.Log("Woah, not in saving state"); return; } // If the route already exists, then we ask them if they want to overwrite. if (IO_RouteList.FCHECK_ROUTE_EXISTS(rRouteNamingUI.rRouteName.text)) { rOverwriteRouteUI.SetActive(true); } else { if (SaveRoute() == false) { Debug.Log("Error saving route"); } else { mState = ROUTE_TOOL_STATE.SCLOSED; } } }
public void BT_Cancel() { Debug.Log("Canceling Route"); // get rid of the current route and clean up. mCurRoute.FDestroySelf(); mState = ROUTE_TOOL_STATE.SCLOSED; }
void Start() { cSelector = GetComponent <PE_Selector>(); mState = ROUTE_TOOL_STATE.SCLOSED; }
// Just opens up the name route menu. public void BT_Save() { mState = ROUTE_TOOL_STATE.SSAVING; }