Пример #1
0
 public void SwitchMeoteorDefense()
 {
     if (playerValues.playersComputer)
     {
         //Update Player Values
         if (playerValues.playerMeoteorDefense)
         {
             playerValues.playerMeoteorDefense = false;
             statusText.changeText("Meteoric Defense Matrix Disabled");
         }
         else
         {
             playerValues.playerMeoteorDefense = true;
             statusText.changeText("Meteoric Defense Matrix Enabled");
         }
     }
     else
     {
         //Update Enemy Values
         if (playerValues.enemyMeoteorDefense)
         {
             playerValues.enemyMeoteorDefense = false;
             statusText.changeText("Meteoric Defense Matrix Disabled");
         }
         else
         {
             playerValues.enemyMeoteorDefense = true;
             statusText.changeText("Meteoric Defense Matrix Enabled");
         }
     }
     playSoundEffect(1);
 }
Пример #2
0
    // Use this for initialization
    void Start()
    {
        statusText   = FindObjectOfType <StatusText> ().GetComponent <StatusText> ();
        playerValues = FindObjectOfType <PlayerValues> ().GetComponent <PlayerValues> ();
        if (!playerValues.playersComputer)
        {
            clockOutButton.gameObject.SetActive(false);
        }
        statusText.changeText("");
        influenceProtocols = FindObjectOfType <InfluenceProtocols> ().GetComponent <InfluenceProtocols> ();
        planet             = FindObjectOfType <Planet> ().GetComponent <Planet> ();
//		influenceProtocolsPanel.SetActive(false);
//		dayText.text = "Day " + playerValues.currentDay.ToString ();
        climateControllers.SetActive(false);
        messageLoader = FindObjectOfType <MessageLoader> ().GetComponent <MessageLoader> ();
        messagePanel.SetActive(false);

        playSoundEffect(1);
    }
Пример #3
0
 public void TechnologicalSeedingSwitch()
 {
     if (playerValues.playersComputer)
     {
         if (!influenceProtocols.playerTechnologicalSeeding)
         {
             influenceProtocols.playerTechnologicalSeeding = true;
             statusText.changeText("Technological Seeding enabled");
         }
         else
         {
             influenceProtocols.playerTechnologicalSeeding = false;
             statusText.changeText("Technological Seeding disabled");
         }
     }
     else
     {
         if (!influenceProtocols.enemyTechnologicalSeeding)
         {
             influenceProtocols.enemyTechnologicalSeeding = true;
             statusText.changeText("Technological Seeding enabled");
         }
         else
         {
             influenceProtocols.enemyTechnologicalSeeding = false;
             statusText.changeText("Technological Seeding disabled");
         }
     }
     this.gameObject.SetActive(false);
 }