// Use this for initialization void Awake() { RegionConfigDataBase _config = null; if (GameManager.Instance.ChoosenRegionConfig == null && Override != null) { _config = Override; GameManager.Instance.ChoosenRegionConfig = Override; } else if (GameManager.Instance.ChoosenRegionConfig != null) { _config = GameManager.Instance.ChoosenRegionConfig; } GameObject prefab; if (_config != null && _config.IsTutorial) { prefab = Resources.Load("Regions/worldextender_tutorial") as GameObject; } else { prefab = Resources.Load("Regions/worldextender_normal") as GameObject; } WorldExtender ext = prefab.Instantiate(transform, true).GetComponent <WorldExtender>(); ext.SetupGame(_config); }
void CreateRegionConfigs() { RegionBalancing = ScriptableObject.CreateInstance <RegionConfigDataBase>(); AssetDatabase.CreateAsset(RegionBalancing, PATH); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); }
void LoadRegionConfigs() { RegionBalancing = (RegionConfigDataBase)AssetDatabase.LoadAssetAtPath(PATH, typeof(RegionConfigDataBase)); if (RegionBalancing == null) { CreateRegionConfigs(); } }
void OnSelect(RegionConfigDataBase selected) { if (!selected.IsUnlocked()) { return; } MDebug.Log("SELECTED REGION " + selected.name); selection.Select(selected); GameManager.Instance.ChoosenRegionConfig = selected; }
public override void SetupGame(RegionConfigDataBase region) { Instance = this; RegionBalance = region; spawned = new List <RegionConfig>(); SetSpawnConfigs(region); SpawnNext(); SpawnNext(); PlayAmbient(); }
RegionSelecterButton MakeView(RegionConfigDataBase config, Transform target) { RegionSelecterButton obj = Resources.Load("UI/ui_regionselectionbutton").Instantiate <RegionSelecterButton>(target, true); obj.transform.SetParent(target); obj.transform.localScale = Vector3.one; config.SelectionName = "Mission " + (target.childCount).ToString(); obj.SetItem(config, OnSelect); return(obj); }
public static void TrackingCall_LevelStart(RegionConfigDataBase region, SquadManager squad, PlayerLevel level) { Dictionary <string, object> call = new Dictionary <string, object>(); call["player_level"] = level.GetCurrentLevel(); call["int"] = squad.selected_units; call["cleared"] = region.IsCompleteInSave().ToString(); call["editor"] = Application.isEditor.ToString(); Analytics.CustomEvent("mission_start_" + region.name, call); }
public static List <RegionConfig> RegionsToSpawn(RegionConfigDataBase config) { List <RegionConfig> regions_to_spawn = new List <RegionConfig>(); regions_to_spawn.Add(config.StartRegion); foreach (var pool in config.AllPools) { regions_to_spawn.Add(M_Weightable.GetWeighted(pool.Regions).Region); } regions_to_spawn.Add(M_Weightable.GetWeighted(config.Camps).Region); return(regions_to_spawn); }
public static void TrackingCall_LevelComplete(RegionConfigDataBase level, MissionOutcome outcome, int player_level) { Dictionary <string, object> call = new Dictionary <string, object>(); call["player_level"] = player_level; call["supplies"] = outcome.SuppliesGainedFinal; call["evacuated"] = outcome.SquadUnitsEvaced; call["killed"] = outcome.SquadUnitsKilled; call["started"] = outcome.SquadUnitsStart; call["editor"] = Application.isEditor.ToString(); Analytics.CustomEvent("mission_end_" + level.name, call); }
public virtual void SetupGame(RegionConfigDataBase Region) { RegionBalance = Region; Instance = this; if (TurnSystem.Instance != null) { TurnSystem.Instance.OnGlobalTurn += OnGlobalTurn; } spawned = new List <RegionConfig>(); SetSpawnConfigs(Region); SpawnNext(); SpawnNext(); PlayAmbient(); }
protected void SetSpawnConfigs(RegionConfigDataBase Region) { configsToSpawn = RegionLoader.RegionsToSpawn(Region); }
public static void SetRegion(RegionConfigDataBase conf) { // Instance.ChoosenRegion = conf; }
private void OnRegionSet(RegionConfigDataBase obj) { CheckEnabled(); }
void OnSelectedSetView(RegionConfigDataBase selected) { selecters.GetView(selected).SetSelected(); }
void OnUnSelectedSetView(RegionConfigDataBase unselected) { selecters.GetView(unselected).SetUnselected(); }