// Make the buttons visible or invisible private void SetButtonsEnable(ScenarioMode mode) { currentMode = mode == ScenarioMode.Menu ? currentMode : mode; buttons.gameObject.SetActive(mode == ScenarioMode.Choice); text.gameObject.SetActive(mode == ScenarioMode.Story); responseBox.gameObject.SetActive(mode == ScenarioMode.Respond); }
RadioButton addStartMode(string text, ScenarioMode sm, FlowLayoutPanel flp, bool isChecked, bool isEnabled, string introductionText) { var rb = new RadioButton() { Text = text, Tag = sm, Checked = isChecked, Enabled = isEnabled, }.addTo(flp); new ToolTip().SetToolTip(rb, introductionText); return(rb); }
public GameWording(string locale, Dictionary <string, string> data) : base(locale, data) { game_mode = new GameMode(this, nameof(game_mode)); start_mode = new StartMode(this, nameof(start_mode)); scenario_mode = new ScenarioMode(this, nameof(scenario_mode)); terrain = new Terrain(this, nameof(terrain)); region = new Region(this, nameof(region)); culture = new Culture(this, nameof(culture)); religion = new Religion(this, nameof(religion)); road = new Road(this, nameof(road)); stronghold_type = new StrongholdType(this, nameof(stronghold_type)); force = new Force(this, nameof(force)); tile_map_image_info = new TileMapImageInfo(this, nameof(tile_map_image_info)); terrain_image = new TerrainImage(this, nameof(terrain_image)); scene_title = new SceneTitle(this, nameof(scene_title)); scene_game = new SceneGame(this, nameof(scene_game)); scene_edit_game_world = new SceneEditGameWorld(this, nameof(scene_title)); }