public void SwitchMeoteorDefense() { if (playerValues.playersComputer) { //Update Player Values if (playerValues.playerMeoteorDefense) { playerValues.playerMeoteorDefense = false; statusText.changeText("Meteoric Defense Matrix Disabled"); } else { playerValues.playerMeoteorDefense = true; statusText.changeText("Meteoric Defense Matrix Enabled"); } } else { //Update Enemy Values if (playerValues.enemyMeoteorDefense) { playerValues.enemyMeoteorDefense = false; statusText.changeText("Meteoric Defense Matrix Disabled"); } else { playerValues.enemyMeoteorDefense = true; statusText.changeText("Meteoric Defense Matrix Enabled"); } } playSoundEffect(1); }
// Use this for initialization void Start() { statusText = FindObjectOfType <StatusText> ().GetComponent <StatusText> (); playerValues = FindObjectOfType <PlayerValues> ().GetComponent <PlayerValues> (); if (!playerValues.playersComputer) { clockOutButton.gameObject.SetActive(false); } statusText.changeText(""); influenceProtocols = FindObjectOfType <InfluenceProtocols> ().GetComponent <InfluenceProtocols> (); planet = FindObjectOfType <Planet> ().GetComponent <Planet> (); // influenceProtocolsPanel.SetActive(false); // dayText.text = "Day " + playerValues.currentDay.ToString (); climateControllers.SetActive(false); messageLoader = FindObjectOfType <MessageLoader> ().GetComponent <MessageLoader> (); messagePanel.SetActive(false); playSoundEffect(1); }
public void TechnologicalSeedingSwitch() { if (playerValues.playersComputer) { if (!influenceProtocols.playerTechnologicalSeeding) { influenceProtocols.playerTechnologicalSeeding = true; statusText.changeText("Technological Seeding enabled"); } else { influenceProtocols.playerTechnologicalSeeding = false; statusText.changeText("Technological Seeding disabled"); } } else { if (!influenceProtocols.enemyTechnologicalSeeding) { influenceProtocols.enemyTechnologicalSeeding = true; statusText.changeText("Technological Seeding enabled"); } else { influenceProtocols.enemyTechnologicalSeeding = false; statusText.changeText("Technological Seeding disabled"); } } this.gameObject.SetActive(false); }