private static void AssignManeuverToAllShips(string maneuverCode) { IsActive = false; GameMode.CurrentGameMode.SetSwarmManagerManeuver(maneuverCode); DirectionsMenu.FinishManeuverSelections(); }
public static void AssignManeuver(int shipId, string maneuverCode) { Selection.ChangeActiveShip("ShipId:" + shipId); UI.HideContextMenu(); Selection.ThisShip.SetAssignedManeuver(MovementFromString(maneuverCode)); DirectionsMenu.FinishManeuverSelections(); }
public static void Show(Action <string> doWithSelectedManeuver, Action callback, Func <string, bool> filter = null, bool isRegularPlanning = false) { UI.HideNextButton(); PrepareSubphase(doWithSelectedManeuver, callback); GameObject prefab = (GameObject)Resources.Load("Prefabs/UI/DirectionsWindow", typeof(GameObject)); DirectionsWindow = MonoBehaviour.Instantiate(prefab, GameObject.Find("UI/DirectionsPanel").transform); if (Selection.ThisShip.Owner is Players.HumanPlayer) { GameObject.Find("UI").transform.Find("ContextMenuPanel").gameObject.SetActive(false); CustomizeDirectionsMenu(filter); CustomizeForStressed(); DirectionsWindow.transform.localPosition = FixMenuPosition( DirectionsWindow.transform.gameObject, Input.mousePosition ); } else { DirectionsMenu.Hide(); } Phases.CurrentSubPhase.IsReadyForCommands = true; if (isRegularPlanning) { Selection.ThisShip.Owner.AskAssignManeuver(); } if (!HasAnyAvailableManeuver) { Messages.ShowError("No available maneuvers!"); DirectionsMenu.Hide(); DirectionsMenu.FinishManeuverSelections(); } }