/// <summary> /// Setup for Trail Mode /// </summary> /// <param name="menuNode">Menu node.</param> /// <param name = "planet"></param> /// <param name = "autoSelectDifficulty"></param> public void Setup(SurfaceMenuNode menuNode, PlanetType planet, bool autoSelectDifficulty = true) { currentSurfaceNode = menuNode; currentPlanet = planet; currentBonusPlanet = null; currentMenuNode = null; pillars = menuNode.transform.GetComponentsInChildren <PillarMenuNode>(true); if (autoSelectDifficulty) { SetupDifficulty(menuNode.LaunchGame); } SetupMode(true); SetupGame(menuNode.LaunchGame); CurvedUIAnimator.gameObject.SetActive(true); CurvedUIAnimator.Play("bentScreen_hiddenToPrimary"); TrailName.text = Localizer.Get("PedestalView.Title.TrialName." + planet + "." + menuNode.LaunchGame); TrailDescription.text = Localizer.Get("PedestalView.Description.TrialObjective." + planet + "." + menuNode.LaunchGame); if (menuNode.LaunchGame == Game.Duel || menuNode.LaunchGame == Game.Assault) { Lesson.text = Localizer.Get("PedestalView.Prompt.TrialLesson." + planet + "." + menuNode.LaunchGame + "." + CurrentDifficulty.ToString()); ChangeBackground(CurrentDifficulty); } else { Lesson.text = Localizer.Get("PedestalView.Prompt.TrialLesson." + planet + "." + menuNode.LaunchGame); ChangeBackground(CurrentDifficulty, true); } }
/// <summary> /// Setup for DarkSide Mode /// </summary> /// <param name="autoSelectDifficulty">If set to <c>true</c> auto select difficulty.</param> public void Setup(PillarMenuNode[] darkSidePillars, bool autoSelectDifficulty = true) { currentSurfaceNode = null; currentMenuNode = null; pillars = darkSidePillars; if (autoSelectDifficulty) { SetupDifficulty(Game.Duel); } SetupMode(true); SetupGame(Game.Duel); CurvedUIAnimator.gameObject.SetActive(true); CurvedUIAnimator.Play("bentScreen_hiddenToPrimary"); ChangeBackground(CurrentDifficulty); }