void OnClose(Unit u) { target_enemy.OnIdentify -= OnClose; StartCoroutine(M_Math.ExecuteDelayed(3f, () => ToastNotification.SetToastMessage1("A prisoner?! He must have escaped from the mines."))); StartCoroutine(M_Math.ExecuteDelayed(4f, Complete)); }
IEnumerator PostSequence() { Unit.GetAllUnitsOfOwner(0, true)[0].Identify(null); ToastNotification.SetToastMessage1("There he is!"); yield return(new WaitForSeconds(2f)); ToastNotification.SetToastMessage1("Commander, HQ has assigned you " + Unit.GetAllUnitsOfOwner(0, true)[0].name + " to support you solving the situation"); //Complete will end the turn of the hacked in Tutorial Turn and then scroll to the next unit, which should be the previously identified this.ExecuteDelayed(3f, Complete); yield return(null); }
// Update is called once per frame void Update() { if (Input.GetKey(KeyCode.Alpha1)) { ToastNotification.SetToastMessage1("TOAST 111111!!!!"); } if (Input.GetKey(KeyCode.Alpha2)) { ToastNotification.SetToastMessage2("TOAST 22222!!!!"); } }
void OnUnitSelect(Unit u) { if (!GetTargetableUnits().Contains(u)) { ToastNotification.SetToastMessage1("Can't target this unit."); if (Owner.OwnerID == 0) { SoundManager.PlayAtSourceTag("SoundSFXSource", "sfx_" + SoundManager.Presets.error); } return; } AttemptAction(u); }
virtual public void StartTurn() { hasCrumbled = false; ToastNotification.SetToastMessage1(GetCrumbleText()); if (RC_Camera.Instance != null) { RC_Camera.Instance.ActionPanToPos.GoToPos(GetCameraPosition(), CrumbleTurn); } else { CrumbleTurn(); } }
IEnumerator FirstCrumbleSequence() { ToastNotification.SetToastMessage1("HQ: Commander! We've received reports of an explosion in one of our mines."); yield return(new WaitForSeconds(0.5f)); yield return(StartCoroutine(RC_Camera.Instance.ActionPanToPos.GoToPos(GetCameraPosition()))); yield return(new WaitForSeconds(0.5f)); CrumbleTurn(); hasCrumbled = false; ToastNotification.SetToastMessage1("WHAT?! The planets' surface is collapsing."); yield return(new WaitForSeconds(4f)); ToastNotification.SetToastMessage1("Commander Evac! Immidiately!"); yield return(new WaitForSeconds(3f)); Constants.CrumbleRange = _cachedCrumbleRange; hasCrumbled = true; first = false; }