internal void SetupButtonHandlers(Button pieceTierButton, ITowerOptionBase config, DispatchOnSet <int> answer, bool addClosePanel) { DeactivateButton(pieceTierButton); // Reset button first pieceTierButton.onClick.AddListener(delegate() { // Trigger confirmation that clicked item was referenced piece id (engine will pick it up) answer.value = config.ReferencedPieceId; }); if (addClosePanel) { pieceTierButton.onClick.AddListener(closePanel); } ActivateButton(pieceTierButton, config.Enabled); }
public void SetupButton(Button button, ITowerOptionBase config, DispatchOnSet <int> answer, bool addClosePanel) { DeactivateButton(button); // Reset button first button.onClick.AddListener(delegate() { // Trigger confirmation that clicked item was referenced piece id (engine will pick it up) answer.value = config.ReferencedPieceId; }); if (addClosePanel) { button.onClick.AddListener(closePanel); } button.GetComponentInChildren <Text>().text = config.Name; button.gameObject.SetActive(true); button.interactable = config.Enabled; }
internal void SetupButtonAppearance(GameObject pieceTier, ITowerOptionBase config) { // TODO Hack, since BLACK doesn't activate flip; REFACTOR: Make a 2nd function that doesn't flip the sprite pieceViewService.ChangeIcon(pieceTier, PlayerColor.BLACK, config.PieceType, config.Back); pieceViewService.ChangePlayerBorder(pieceTier, config.Team); }