public void ActivateScreen(TitleMetaData metaData) { titleMetaData = metaData; gameObject.SetActive(true); itemContainer = instructions.rectTransform; loreText.text = "0"; instructions.text = ""; finalFader.DOFade(0, .5f).OnComplete(() => { beginButton.interactable = true; backButton.interactable = true; cancelButton.interactable = true; Scenario s = Bootstrap.LoadScenarioFromFilename(titleMetaData.projectItem.fileName); if (s != null) { if (!string.IsNullOrEmpty(s.specialInstructions)) { SetText(s.specialInstructions); } else { SetText("There are no special instructions for this Scenario."); } loreText.text = s.loreStartValue.ToString(); } else { SetText("There was a problem loading the Scenario."); beginButton.interactable = false; } }); }
public void ActivateScreen(TitleMetaData metaData) { titleMetaData = metaData; gameObject.SetActive(true); warning.SetActive(false); nextButton.interactable = false; cancelButton.interactable = false; if (titleMetaData.slotMode == 1) //|| titleMetaData.slotMode == 1 ) { toggle.gameObject.SetActive(false); } else { toggle.gameObject.SetActive(true); } toggle.isOn = false; selectedName.text = selectedDate.text = loadedGameScenario.text = itemType.text = ""; selectedState = null; selectedIndex = -1; if (titleMetaData.slotMode == 0) { headingText.text = "New Save Slot"; nextText.text = "Next"; campaignSaveWarning.SetActive(true); } else { headingText.text = "Load A Saved Game"; nextText.text = "Begin"; campaignSaveWarning.SetActive(false); } //reset all buttons for (int i = 0; i < saveSlotButtons.Length; i++) { saveSlotButtons[i].ResetButton(); if (titleMetaData.slotMode == 0) //disable by default { saveSlotButtons[i].EnableButton(); } } stateItems = GameState.GetSaveItems().ToArray(); for (int i = 0; i < stateItems.Length /*Mathf.Min( saveSlotButtons.Length, stateItems.Length )*/; i++) { if (stateItems[i] != null) { saveSlotButtons[i].Init(stateItems[i]); } } finalFader.DOFade(0, .5f).OnComplete(() => { cancelButton.interactable = true; }); }
public void ActivateScreen(TitleMetaData metaData) { titleMetaData = metaData; gameObject.SetActive(true); selectedHeroes = new bool[6].Fill(false); diffText.text = "Normal"; ResetHeros(); titleMetaData.difficulty = Difficulty.Normal; diffText.text = titleMetaData.difficulty.ToString(); finalFader.DOFade(0, .5f).OnComplete(() => { backButton.interactable = true; }); }
public void ActivateScreen(TitleMetaData metaData) { titleMetaData = metaData; gameObject.SetActive(true); warningPanel.SetActive(false); cancelButton.interactable = true; for (int i = 0; i < fileItemButtons.Count; i++) { fileItemButtons[i].ResetColor(); } appVersion.text = "App Version: " + Bootstrap.AppVersion; engineVersion.text = "Scenario Format Version: " + Bootstrap.FormatVersion; nameText.text = ""; fileText.text = ""; versionText.text = ""; finalFader.DOFade(0, .5f); }
//players can CONTINUE latest scenario or REPLAY any scenario, keeping only the highest xp/lore earned from it public void ActivateScreen(TitleMetaData metaData) { titleMetaData = metaData; selectedIndex = -1; //when LOADING from state, some title metadata is unset: //difficulty, gameName, projectItem, selectedHeroes campaign = titleMetaData.campaignState.campaign; campaignState = titleMetaData.campaignState; replaybox.SetActive(false); var xp = campaignState.scenarioXP.Aggregate((acc, cur) => acc + cur); var lore = campaignState.scenarioLore.Aggregate((acc, cur) => acc + cur); xpLoreText.text = lore + " / " + xp; replayText.text = ""; currentScenarioText.text = campaignState.campaign.scenarioCollection[campaignState.currentScenarioIndex].scenarioName; bool finishedCampaign = !campaignState.scenarioStatus.Any(x => x == ScenarioStatus.NotPlayed); for (int i = 0; i < campaign.scenarioCollection.Count; i++) { var go = Instantiate(fileItemButtonPrefab, itemContainer).GetComponent <FileItemButton>(); go.transform.localPosition = new Vector3(0, (-110 * i)); go.Init(i, campaign.scenarioCollection[i].scenarioName, ProjectType.Standalone, (index) => OnSelectScenario(index)); if (campaignState.currentScenarioIndex != i || finishedCampaign) { go.RemoveRing(); } go.SetSuccess(campaignState.scenarioStatus[i]); fileItemButtons.Add(go); } itemContainer.sizeDelta = new Vector2(772, fileItemButtons.Count * 110); CheckCampaignStatus(); gameObject.SetActive(true); finalFader.DOFade(0, .5f).OnComplete(() => { backButton.interactable = true; }); }