public override void OnLevelLoaded(LoadMode mode) { base.OnLevelLoaded(mode); //if (mode != LoadMode.LoadGame && mode != LoadMode.NewGame) //return; //Load xml only from main menu. if (xmlManager == null) { xmlManager = new RICOPrefabManager(); xmlManager.Run(); } //Assign xml settings to prefabs. convertPrefabs = new ConvertPrefabs(); convertPrefabs.run(); //Init GUI PloppableTool.Initialize(); RICOSettingsPanel.Initialize(); //Deploy Detour Detour.BuildingToolDetour.Deploy(); Debug.Log("Detour Deployed"); }
/// <summary> /// Creates the panel object in-game and displays it. /// </summary> internal static void Open(BuildingInfo selected = null) { try { // If no instance already set, create one. if (uiGameObject == null) { // Give it a unique name for easy finding with ModTools. uiGameObject = new GameObject("RICOSettingsPanel"); uiGameObject.transform.parent = UIView.GetAView().transform; _panel = uiGameObject.AddComponent <RICOSettingsPanel>(); // Set up panel. Panel.Setup(); } // Select appropriate building if there's a preselection. if (selected != null) { Debugging.Message("selecting preselected building " + selected.name); Panel.SelectBuilding(selected); } else if (lastSelection != null) { Panel.SelectBuilding(lastSelection); // Restore previous filter state. if (lastFilter != null) { Panel.SetFilter(lastFilter); } // Restore previous building selection list postion and selected item. Panel.SetListPosition(lastIndex, lastPostion); } Panel.Show(); } catch (Exception e) { Debugging.LogException(e); return; } }
public static void Initialize() { try { // Destroy the UI if already exists _gameObject = GameObject.Find("RICOSettingsPanel"); Destroy(); // Creating our own gameObect, helps finding the UI in ModTools _gameObject = new GameObject("RICOSettingsPanel"); _gameObject.transform.parent = UIView.GetAView().transform; _instance = _gameObject.AddComponent <RICOSettingsPanel>(); } catch (Exception e) { Debug.LogException(e); } }
public override void OnLevelLoaded(LoadMode mode) { base.OnLevelLoaded(mode); if (mode != LoadMode.LoadGame && mode != LoadMode.NewGame) { return; } //Load xml xmlManager = new XMLManager(); xmlManager.Run(); //Assign xml settings to prefabs. convertPrefabs = new ConvertPrefabs(); convertPrefabs.run(); //Init GUI PloppableTool.Initialize(); RICOSettingsPanel.Initialize(); //Deploy Detour Detour.BuildingToolDetour.Deploy(); }