예제 #1
0
 public void slot_0_set_waypoint()
 {
     show_upgrade_ui = false;
     manage_upgrade_ui();
     ui_view_slot_0 = selected_ui_in_slot_0.waypoint_ui;
     manage_view();
 }
예제 #2
0
 public void slot_0_set_base()
 {
     ui_view_slot_0  = selected_ui_in_slot_0.base_ui;
     show_upgrade_ui = false;
     manage_upgrade_ui();
     manage_view();
 }
예제 #3
0
 public void slot_0_set_ressource()
 {
     show_upgrade_ui = false;
     manage_upgrade_ui();
     ui_view_slot_0 = selected_ui_in_slot_0.ressource_ui;
     manage_view();
     switched_view_to_ressource_ui();
 }
예제 #4
0
 public void remove_unit_group()
 {
     if (is_saved_group)
     {
         int aig = unit_group_chache_cache.deleteUnitGroup(sug);
         base_manager_cache.bought_attack_ants += aig;
         ui_view_slot_0 = selected_ui_in_slot_0.empty_ui;
     }
 }
예제 #5
0
 public void slot_0_set_empty()
 {
     ui_view_slot_0          = selected_ui_in_slot_0.empty_ui;
     show_upgrade_ui         = false;
     vars.is_in_patheditmode = false;
     show_upgrade_ui         = false;
     manage_upgrade_ui();
     manage_view();
 }
예제 #6
0
    public void spawn_unit_group()
    {
        if (is_saved_group && sug.numUnits > 0)
        {
            unit_group_chache_cache.spawnUnitgroup(sug);
            GameObject.Find(vars.base_name).GetComponent <UnitGroupCache>().deleteUnitGroup(sug);

            is_saved_group = false;
            ui_view_slot_0 = selected_ui_in_slot_0.empty_ui;
        }
    }
예제 #7
0
    public void spawn_unit_group()
    {
        if(is_saved_group && sug.numUnits > 0){
            unit_group_chache_cache.spawnUnitgroup(sug);
            GameObject.Find(vars.base_name).GetComponent<UnitGroupCache>().deleteUnitGroup(sug);

            is_saved_group = false;
            ui_view_slot_0 = selected_ui_in_slot_0.empty_ui;
        }
    }
예제 #8
0
 public void slot_0_set_ressource()
 {
     show_upgrade_ui = false;
     manage_upgrade_ui();
     ui_view_slot_0 = selected_ui_in_slot_0.ressource_ui;
     manage_view();
     switched_view_to_ressource_ui();
 }
예제 #9
0
 public void slot_0_set_waypoint()
 {
     show_upgrade_ui = false;
     manage_upgrade_ui();
     ui_view_slot_0 = selected_ui_in_slot_0.waypoint_ui;
     manage_view();
 }
예제 #10
0
 public void slot_0_set_empty()
 {
     ui_view_slot_0 = selected_ui_in_slot_0.empty_ui;
     show_upgrade_ui = false;
     vars.is_in_patheditmode = false;
     show_upgrade_ui = false;
     manage_upgrade_ui();
     manage_view();
 }
예제 #11
0
 public void slot_0_set_base()
 {
     ui_view_slot_0 = selected_ui_in_slot_0.base_ui;
     show_upgrade_ui = false;
     manage_upgrade_ui();
     manage_view();
 }
예제 #12
0
 public void remove_unit_group()
 {
     if(is_saved_group){
         int aig = unit_group_chache_cache.deleteUnitGroup(sug);
         base_manager_cache.bought_attack_ants += aig;
         ui_view_slot_0 = selected_ui_in_slot_0.empty_ui;
     }
 }
예제 #13
0
 public void slot_0_set_unit()
 {
     show_upgrade_ui = false;
     ui_view_slot_0 = selected_ui_in_slot_0.unit_ui;
     vars.is_in_patheditmode = false;
 }
예제 #14
0
 public void slot_0_set_ressource()
 {
     show_upgrade_ui = false;
     if(!vars.is_in_patheditmode){
         ui_view_slot_0 = selected_ui_in_slot_0.ressource_ui;
     }
     manage_view();
     switched_view_to_ressource_ui();
 }