public void Select() { if (LastMenu is BattleMenu) { string[] labels = { "Use Item" }; Action[] actionsIn = { () => UseOrSelectCreature() }; Actions.Populate(labels, actionsIn); } else if (LastMenu is PartyMenu) { string[] labels = { "Confirm" }; //TODO: Code for what param to enter here instead of null Action[] actionsIn = { () => NotifySelection(null) }; Actions.Populate(labels, actionsIn); } else { string[] labels = { "Use Item", "Give Item" }; Action[] actionsIn = { () => UseOrSelectCreature(), () => SelectCreature(false) }; Actions.Populate(labels, actionsIn); } }
public void Select(int id) { for (int i = 0; i < 6; i++) { canvas.transform.GetChild(i + 1).gameObject.GetComponent <Button>().interactable = false; } selectedCreature = GameObject.Find("WalkableCharacter").GetComponent <Battle>().Party[id]; LastSelected = Selected; if (LastMenu is BattleMenu) { string[] labels = { "Details", "Send Out" }; Action[] actionsIn = { () => ShowDetails(), () => SwitchOut() }; Actions.Populate(labels, actionsIn); } else if (LastMenu is BagMenu) { string[] labels = { "Confirm" }; Action[] actionsIn = { () => NotifySelection(selectedCreature) }; Actions.Populate(labels, actionsIn); } else { //Todo: implement Creature.HasItem() //if(selectedCreature.HasItem()){ //string[] labels = {"Details", "Switch", "Use Item", "Take Item"}; //Action[] actionsIn = {() => ShowDetails(), () => SwitchOrder(), () => SelectItem(true), () => TakeItem()}; //Actions.Populate(labels, actionsIn); //}else{ string[] labels = { "Details", "Switch", "Use Item", "Give Item" }; Action[] actionsIn = { () => ShowDetails(), () => SwitchOrder(), () => SelectItem(true), () => SelectItem(false) }; Actions.Populate(labels, actionsIn); //} } Selected = Actions.transform.GetChild(0).gameObject; }