public void RenderOptions(DialogueNode node)
        {
            bodyText.enabled = false;
            optionsObj.SetActive(true);
            continueButton.SetActive(false);
            GameObjectUtils.ClearChildren(content);

            youImage.color      = youDialogueName.color =
                themImage.color = themDialogueName.color = Color.gray;

            for (int i = 0; i < node.NextNodes.Length; i++)
            {
                int        index  = i;
                GameObject button = Instantiate(optionPreFab, content);
                if (button.TryGetComponent(out Button b))
                {
                    b.onClick.AddListener(() => DialogueManager.Instance.SelectNode(index));
                }
                TextMeshProUGUI text = button.GetComponentInChildren <TextMeshProUGUI>();
                if (text != null)
                {
                    text.text = node.NextNodes[i].OptionName;
                }
            }

            content.GetComponentInChildren <Selectable>().Select();
        }
Пример #2
0
        private void OnEnable()
        {
            if (navigationEntryPreFab != null)
            {
                navigationEntryPreFab.SetActive(false);
            }
            if (togglePreFab != null)
            {
                togglePreFab.SetActive(false);
            }
            if (rangePreFab != null)
            {
                rangePreFab.SetActive(false);
            }
            if (selectionPreFab != null)
            {
                selectionPreFab.SetActive(false);
            }

            GameObjectUtils.ClearChildren(navigationContent.transform);
            GameObjectUtils.ClearChildren(bodyContent.transform);
            SetupSettings();
            tabController.ChangePage(tabController.TabPageDict.FirstOrDefault().Key);

            tabController ??= GetComponent <TabController>();
        }
Пример #3
0
        private void OnEnable()
        {
            tabPageDict.Clear();

            GameObjectUtils.ClearChildren(navigationContent.transform);
            GameObjectUtils.ClearChildren(bodyContent.transform);
        }
Пример #4
0
        public void SetUpSlots()
        {
            GameObjectUtils.ClearChildren(container.transform);
            _slots.Clear();
            OnStackUpdate = null;

            int index = 0;

            //WeaponSlotSetup
            if (weaponItemStackSlot != null)
            {
                weaponItemStackSlot.Init(index++, _weaponInventory.GetStackAtSlot(0), this, 0, _weaponInventory);
                _slots.Add(weaponItemStackSlot);
            }

            int armorIndex = 0;

            //ArmorSlotSetup
            foreach (IItemStackSlot slot in armorItemStackSlots)
            {
                if (slot == null)
                {
                    continue;
                }

                slot.Init(index++, _armorInventory.GetStackAtSlot(armorIndex), this, armorIndex++, _armorInventory);
                _slots.Add(slot);
            }

            //ItemInventorySetup
            if (slotPrefab == null)
            {
                return;
            }
            int itemIndex = 0;

            foreach (ItemStack stack in _itemInventory.GetItemStacks())
            {
                GameObject slotObj = Instantiate(slotPrefab, container.transform);
                if (!slotObj.TryGetComponent(out IItemStackSlot slot))
                {
                    continue;
                }

                slot.Init(index++, stack, this, itemIndex++, _itemInventory);
                _slots.Add(slot);

                OnStackUpdate += slot.UpdateUi;
            }

            UpdateSlots();
        }
        private void OnEnable()
        {
            GameObjectUtils.ClearChildren(content);
            levelSelectEntry.SetActive(false);
            toggles.Clear();

            SaveManager saveManager = SaveManager.Instance;

            if (saveManager == null)
            {
                return;
            }

            save = saveManager.GetCurrentSave;

            SetupToggles();
        }
 private void OnEnable()
 {
     _statisticsManager = StatisticsManager.Instance;
     GameObjectUtils.ClearChildren(content);
     SetUpStatEntries(new SortedDictionary <string, object>(_statisticsManager.Dictionary), content);
 }
Пример #7
0
 private void OnEnable()
 {
     GameObjectUtils.ClearChildren(subContent);
     valueText.enabled = false;
 }
Пример #8
0
 private void OnEnable()
 {
     Instance = this;
     GameObjectUtils.ClearChildren(notificationContainer);
     notificationPreFab.SetActive(false);
 }