예제 #1
0
 //called each time a player owned resource generator is either full or collected
 private void OnResourceGeneratorUpdated(ResourceGenerator resourceGenerator, int generatorID)
 {
     if (SelectionManager.IsSelected(resourceGenerator.building.GetSelection(), true, true)) //if the resource generator's building is the only selected entity
     {
         gameMgr.UIMgr.HideTooltip();                                                        //hide the tooltip in case resource have been collected and the task is gone
         Update();
     }
 }
예제 #2
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 //called each time a faction entity switches its attack:
 private void OnAttackSwitch(AttackEntity attackEntity, FactionEntity target, Vector3 targetPosition)
 {
     //only if the source faction entity is the only player entity selected
     if (SelectionManager.IsSelected(attackEntity.FactionEntity.GetSelection(), true, true))
     {
         Update();
     }
 }
예제 #3
0
 //called each time a unit is added/removed to/from an APC
 private void OnAPCUpdated(APC apc, Unit unit)
 {
     //show APC tasks only if the apc is the only entity selected
     if (SelectionManager.IsSelected(apc.FactionEntity.GetSelection(), true, true))
     {
         Update();
     }
 }
예제 #4
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 //called each time a unit wandering behavior is toggled
 private void OnUnitWanderToggled(Unit unit)
 {
     //show wander tasks only if this one unit is selected
     if (SelectionManager.IsSelected(unit.GetSelection(), true, true))
     {
         Update();
     }
 }
예제 #5
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        //called each time a task launcher status is updated (task added, cancelled or completed)
        private void OnTaskLauncherStatusUpdated(TaskLauncher taskLauncher, int taskID, int taskQueueID)
        {
            //only show the task launcher tasks if the task launcher is the only player entity selected
            if (SelectionManager.IsSelected(taskLauncher.FactionEntity.GetSelection(), true, true))
            {
                Update();

                if (taskLauncher.GetTask(taskID).IsAvailable == false) //if the task is no longer available
                {
                    gameMgr.UIMgr.HideTooltip();                       //hide the tooltip
                }
            }
        }