void OnFPSMode(bool flag) { //FPSModeCrosshairObj.SetActive(flag); #if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY UIGameMessage.DisplayMessage("FPS mode is not supported in mobile"); #endif if (flag) { UIBuildButton.Hide(); UIAbilityButton.Hide(); UIPerkMenu.Hide(); UIFPSHUD.Show(); } else { if (UseDragNDrop()) { UIBuildButton.Show(); } if (AbilityManager.IsOn()) { UIAbilityButton.Show(); } if (PerkManager.IsOn()) { UIPerkMenu.Show(); } UIFPSHUD.Hide(); } }
void OnTouchCursorDown(Vector3 cursorPos) { UnitTower tower = GameControl.Select(cursorPos); if (tower != null) { SelectTower(tower); UIBuildButton.Hide(); } else { if (selectedTower != null) { ClearSelectedTower(); return; } if (!UseDragNDrop()) { if (BuildManager.CheckBuildPoint(cursorPos) == _TileStatus.Available) { UIBuildButton.Show(); } else { UIBuildButton.Hide(); } } } }
IEnumerator _OnGameOver(bool playerWon) { UIBuildButton.Hide(); yield return(new WaitForSeconds(1.0f)); UIGameOverMenu.Show(playerWon); }