public virtual void Show(Proponent winner) { if (winner is PlayerProponent) { info.text = Core.Localization.Phrases.Get("level win dialog"); if (Data.Level.IsLast) { next.gameObject.SetActive(false); retry.gameObject.SetActive(false); } else { var canGoToNext = Data.Level.Next.UnlockedOn(Data.Difficulty); next.gameObject.SetActive(canGoToNext); retry.gameObject.SetActive(false); } } else { info.text = Core.Localization.Phrases.Get("level lose dialog"); next.gameObject.SetActive(false); retry.gameObject.SetActive(true); } Show(); }
public virtual void Process(Proponent winner) { Level.Speed.Value = 0.2f; Core.Audio.Player.Music.Stop(); this.winner = winner; if (winner is PlayerProponent) { Core.Audio.Player.SFX.PlayOneShot(SFX.Win); if (PlayFab.IsOnline) { Request(); } else { End(); } } else { Core.Audio.Player.SFX.PlayOneShot(SFX.Lose); End(); } if (OnProcess != null) { OnProcess(winner); } }
void ProponentDefeated(Proponent proponent) { if (OnDefeat != null) { OnDefeat(proponent); } }
public override void Configure(Proponent reference) { base.Configure(reference); Elements = new List <ProponentAbility>(); Selection = Dependancy.Get <ProponentAbilitiesSelection>(gameObject); }
public virtual void Configure(Proponent leader, IUnitSelectionData data) { this.Leader = leader; this.Template = data.Template; Upgrades = Dependancy.Get <UnitUpgrades>(gameObject); Upgrades.Set(data.Upgrades); }
public override void Configure(Proponent reference) { base.Configure(reference); List = new Element[Player.Units.Selection.Max]; for (int i = 0; i < List.Length; i++) { List[i] = new Element(i); } }
public virtual Proponent GetOther(Proponent proponent) { if (proponent == player) { return(_AI); } if (proponent == _AI) { return(player); } throw new NotImplementedException(); }
public virtual Ability Spawn(Proponent user) { var instance = Instantiate(prefab); instance.name = prefab.name; instance.transform.position = prefab.transform.position; instance.transform.rotation = prefab.transform.rotation; var script = instance.GetComponent <Ability>(); script.Configure(user, this); script.Init(); return(script); }
public virtual void Configure(Proponent user, AbilityTemplate template) { this.User = user; this.Template = template; }
public override void Configure(Proponent reference) { base.Configure(reference); Selection = Dependancy.Get <ProponentUnitsSelection>(gameObject); }
public override void Configure(Proponent user, AbilityTemplate template) { base.Configure(user, template); Elements = new List <Projectile>(); }
void OnProponentDeafeated(Proponent proponent) { Finish.Process(Proponents.GetOther(proponent)); }