private void OnMouseDown() { if (UIManager.IsActive) { return; } SetColor(m_clicked); MENU_FLAGS flags = building == null ? MENU_FLAGS.BUILD : building.Flags; EventSystem.RemoveListener <Event_UIBuild>(OnBuild); EventSystem.RemoveListener <Event_UIUpgrade>(OnUpgrade); EventSystem.RemoveListener <Event_UIWorker>(OnWorker); List <GameObject> prefabs = new List <GameObject>(); if (IsFlagSet(flags, MENU_FLAGS.BUILD)) { prefabs.Add(GameObject.Instantiate(Resources.Load("Prefabs/Build")) as GameObject); EventSystem.AddListener <Event_UIBuild>(OnBuild); } if (IsFlagSet(flags, MENU_FLAGS.UPGRADE)) { prefabs.Add(GameObject.Instantiate(Resources.Load("Prefabs/Upgrade")) as GameObject); EventSystem.Dispatch(new Event_UIUpgrade()); } if (IsFlagSet(flags, MENU_FLAGS.WORKER)) { prefabs.Add(GameObject.Instantiate(Resources.Load("Prefabs/Worker")) as GameObject); } EventSystem.Dispatch(new Event_BuildMenu(prefabs.ToArray())); Debug.Log("Mouse down"); }
private void Awake() { EventSystem.AddListener <Event_BuildMenu>(OnBuildMenu); EventSystem.AddListener <Event_UIBuild>(OnUIBuild); EventSystem.AddListener <Event_UIUpgrade>(OnUIUpgrade); EventSystem.AddListener <Event_UIWorker>(OnUIWorker); }
// Start is called before the first frame update void Start() { TimeManager.Register("Day", OnDayEnd, m_dayTick); Slot slot = Slot.Create(3, 3); Slot slot3 = Slot.Create(6, 6); slot3.MakeBuilding(new Building(habitatSprite, null, null, RESOURCE_TYPE.TITANIUM, MENU_FLAGS.WORKER, false)); slot.MakeBuilding(new Building(habitatSprite, null, null, RESOURCE_TYPE.NONE, MENU_FLAGS.NONE, true)); EventSystem.AddListener <Event_BuildingYield>(OnBuildingYield); }
// Start is called before the first frame update void Awake() { Instance = this; EventSystem.AddListener <Event_CatSpawned>(OnCatSpawned); EventSystem.AddListener <Event_DayEnded>(OnDayEnd); for (int i = 0; i < m_initialCatCount; ++i) { m_cats.Add(new Cat(0)); } }
public Building(Sprite level1, Sprite level2, Sprite level3, RESOURCE_TYPE type, MENU_FLAGS menuFlags, bool isConnected) { m_sprites = new Sprite[3]; m_sprites[0] = level1; m_sprites[1] = level2; m_sprites[2] = level3; m_workerCats = new bool[3]; m_resourceType = type; IsConnected = isConnected; m_flags = menuFlags; EventSystem.AddListener <Event_DayEnded>(OnDayEnded); }
private void Awake() { EventSystem.AddListener <Event_UIText>(OnTextUpdated); }