public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { PoliciesDisplay.ObjectToDisplay = Brain.LastCivilizationSelected; PoliciesDisplay.IgnoreCost = true; PoliciesDisplay.gameObject.SetActive(true); PoliciesDisplay.Refresh(); Brain.ClearListeners(); Brain.DisableCameraMovement(); Brain.DisableCellHovering(); Brain.ListenForTransitions(TransitionType.ReturnViaButton); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { SocialPoliciesDisplay.ObjectToDisplay = GameCore.ActiveCiv; SocialPoliciesDisplay.IgnoreCost = false; SocialPoliciesDisplay.gameObject.SetActive(true); SocialPoliciesDisplay.Refresh(); Brain.ClearListeners(); Brain.DisableCameraMovement(); Brain.DisableCellHovering(); Brain.ListenForTransitions(TransitionType.ReturnViaButton); }