public void ActivateScreen() { gameObject.SetActive(true); cg.alpha = 0; cg.DOFade(1, .5f); //reset UI addHeroButton.interactable = true; selectedMissionText.transform.Find("view Button").GetComponent <Button>().interactable = false; selectedMissionText.transform.Find("mission info button").GetComponent <Button>().interactable = false; imperialToggle.isOn = true; mercenaryToggle.isOn = true; adaptiveToggle.isOn = false; threatWheelHandler.ResetWheeler(); addtlThreatWheelHandler.ResetWheeler(); for (int i = 0; i < enemyGroupText.Length; i++) { enemyGroupText[i].text = DataStore.uiLanguage.uiSetup.choose; } enemyGroupText[3].text = "8 " + DataStore.uiLanguage.uiSetup.selected; //button colors to red ColorBlock cb = difficultyButton.colors; cb.normalColor = new Color(1, 0.1568628f, 0, 1); difficultyButton.colors = cb; cb = addHeroButton.colors; cb.normalColor = new Color(1, 0.1568628f, 0, 1); addHeroButton.colors = cb; OnRemoveAlly(); //set the language strings into the UI languageController.SetTranslatedUI(); //check for default state string path = Path.Combine(Application.persistentDataPath, "Defaults", "sessiondata.json"); loadDefaultsButton.interactable = File.Exists(path); //aspect ratio adjustment if (GlowEngine.GetAspectRatio() >= 1.6f) //16:9 or greater { gridLayoutGroup.cellSize = new Vector2(413, 400); } else if (GlowEngine.GetAspectRatio() >= 1.33f) //4:3, 5:4 { gridLayoutGroup.cellSize = new Vector2(313, 400); } //load preset for core1, the default mission LoadMissionPreset(); OnReturnTo(); }