void Start() { hierarchyRepresentation.CloseRepresentation(); OpenRepresentation(buildingsRepresentation); UnityAction[] actions = new UnityAction[2]; actions[0] = () => { if (currentRepresentation != buildingsRepresentation) { GameManager.Instance.StartCoroutine( GameManager.Instance.DecorateActionWithSwitcher(() => OpenRepresentation(buildingsRepresentation))); } }; actions[1] = () => { if (currentRepresentation != hierarchyRepresentation) { GameManager.Instance.StartCoroutine( GameManager.Instance.DecorateActionWithSwitcher(() => OpenRepresentation(hierarchyRepresentation))); } }; switchReprButtons.InitActions(actions, 0); SetDefaultState(); }
// Start is called before the first frame update void Awake() { Instance = this; UnityEngine.Events.UnityAction [] actions = new UnityEngine.Events.UnityAction[2]; actions[0] = () => { SwitchStatsAndActions(true); }; actions[1] = () => { SwitchStatsAndActions(false); }; actionsStatsButton.InitActions(actions, 0); actions[0].Invoke(); myPanel.AddActionToButton(new UnityAction(() => { if (GameManager.Instance.representationManager.currentRepresentation == GameManager.Instance.representationManager.buildingsRepresentation) { (GameManager.Instance.representationManager.buildingsRepresentation as MapRepresentation).DeselectAll(); } })); }