public void AddPlayer(Player player) { //We do this even if fog of war is currently disabled (so we can enable it at any time) m_IsExplored = true; //Also explore all our neighbours for (int i = 0; i <= (int)Direction.West; ++i) { Node neighbour = m_Neighbours[i]; if (neighbour != null) { neighbour.Explore(); } } //Nodes dissapear mode if (SaveGameManager.GetBool(SaveGameManager.SAVE_OPTION_NODESDISAPPEAR, false)) { m_IsAccessible = false; } //Let the world know if (PlayerEnterEvent != null) { PlayerEnterEvent(player); } }
private void Start() { SaveGameManager.BoolVariableChangedEvent += OnSaveGameBoolVariableChanged; SaveGameManager.DeletedEvent += OnDeleteSaveGame; if (m_Visuals != null) { m_Visuals.SetActive(SaveGameManager.GetBool(SaveGameManager.SAVE_OPTION_FOGOFWAR, true)); } }
private void OnPlayerInputMistake() { //Check if te option is enabled if (SaveGameManager.GetBool(SaveGameManager.SAVE_OPTION_NEWCHARSONMISTAKE, true) == false) { return; } if (m_LevelGenerator != null) { m_LevelGenerator.AssignNodeTextCharacters(); } }
private void Start() { //Thanks to RequireComponent m_Toggle = GetComponent <Toggle>(); SaveGameManager.DeletedEvent += OnDeleteSaveGame; //Init state bool isOn = SaveGameManager.GetBool(m_VariableName, m_DefaultValue); if (isOn != m_Toggle.isOn) { m_Toggle.isOn = isOn; } }
private void OnInputMistake() { //Check if te option is enabled if (SaveGameManager.GetBool(SaveGameManager.SAVE_OPTION_SCREENSHAKE, true) == false) { return; } if (m_ShakeRoutine != null) { StopCoroutine(m_ShakeRoutine); } m_ShakeRoutine = StartCoroutine(ShakeRoutine()); }
private void UpdateVisualText() { //Function that manages all the visual stuff, so we don't spread this all over the place if (m_Text == null) { return; } m_Text.enabled = (m_Characters.Count == 0) && m_IsAccessible && m_IsVisible && (m_TextCharacter != '+'); //TEMP for alternative movement prototyping //Check if fog of war is enabled if (SaveGameManager.GetBool(SaveGameManager.SAVE_OPTION_FOGOFWAR, true)) { //Only show the character once we've explored it if (m_IsExplored) { m_Text.text = m_TextCharacter.ToString(); if (m_IsExit) { m_Text.color = Color.yellow; } else { m_Text.color = Color.white; } } else { m_Text.text = "?"; m_Text.color = Color.black; } } else { //Just show the character m_Text.text = m_TextCharacter.ToString(); if (m_IsExit) { m_Text.color = Color.yellow; } else { m_Text.color = Color.white; } } }