public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Display.gameObject.SetActive(true); Brain.ClearListeners(); Brain.ListenForTransitions(TransitionType.ReturnViaButton); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Brain.ClearListeners(); DeclareWarDisplay.gameObject.SetActive(true); Brain.DisableCameraMovement(); Brain.DisableCellHovering(); Brain.ListenForTransition(TransitionType.ReturnViaButton); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { foreach (var display in CivilizationDisplays) { display.ObjectToDisplay = GameCore.ActiveCiv; display.gameObject.SetActive(true); display.Refresh(); } foreach (var panel in DefaultPanels) { panel.gameObject.SetActive(true); } Brain.ClearListeners(); Brain.EnableCameraMovement(); Brain.EnableCellHovering(); Brain.ListenForTransitions( TransitionType.CitySelected, TransitionType.ActiveCivUnitSelected, TransitionType.ToEscapeMenu ); CitySummaryManager.BuildSummaries(); FreeTechsDisplay.gameObject.SetActive(TechCanon.GetFreeTechsForCiv(GameCore.ActiveCiv) > 0); FreeGreatPeopleNotification.gameObject.SetActive(FreeGreatPeopleCanon.GetFreeGreatPeopleForCiv(GameCore.ActiveCiv) > 0); SignalSubscriptions.Add(CoreSignals.TurnBegan.Subscribe(OnTurnBegan)); SignalSubscriptions.Add(VisibilitySignals.CellBecameExploredByCiv.Subscribe(OnCellBecameExploredByCiv)); }
public override void OnStateMachineEnter(Animator animator, int stateMachinePathHash) { Brain.ClearListeners(); Brain.EnableCameraMovement(); VisibilityCanon.ResourceVisibilityMode = ResourceVisibilityMode.RevealAll; VisibilityCanon.CellVisibilityMode = CellVisibilityMode.RevealAll; ExplorationCanon.ExplorationMode = CellExplorationMode.AllCellsExplored; VisibilityResponder.UpdateVisibility = true; UnitMapIconManager.BuildIcons(); UnitMapIconManager.SetActive(true); foreach (var element in PlayModeSensitiveElements) { element.IsActive = false; } Grid.Build(10, 7); var playerCiv = CivFactory.Create(CivConfig.DefaultTemplate); var barbarianCiv = CivFactory.Create(CivConfig.BarbarianTemplate); PlayerFactory.CreatePlayer(playerCiv, BrainPile.HumanBrain); PlayerFactory.CreatePlayer(barbarianCiv, BrainPile.BarbarianBrain); foreach (var chunk in Grid.Chunks) { chunk.Refresh(Simulation.MapRendering.TerrainRefreshType.All); } }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { CityCaptureDisplay.gameObject.SetActive(true); Brain.ClearListeners(); Brain.EnableCameraMovement(); Brain.EnableCellHovering(); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { CivPanel.gameObject.SetActive(true); Brain.ClearListeners(); Brain.ListenForTransitions(TransitionType.ReturnViaButton, TransitionType.CivSelected); Brain.EnableCameraMovement(); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { VisibilityResponder.UpdateVisibility = false; LoadingScreen.gameObject.SetActive(true); Brain.ClearListeners(); Brain.DisableCameraMovement(); Brain.DisableCellHovering(); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { ResourcePaintingPanel.gameObject.SetActive(true); Brain.ClearListeners(); Brain.ListenForTransitions(TransitionType.ReturnViaButton); Brain.EnableCameraMovement(); Brain.EnableCellHovering(); }
public override void OnStateMachineEnter(Animator animator, int stateMachinePathHash) { BrushPanel.gameObject.SetActive(true); EditTypeSelectionPanel.SetActive(true); Brain.ClearListeners(); Brain.ListenForTransitions(TransitionType.ReturnViaButton); Brain.EnableCameraMovement(); Brain.EnableCellHovering(); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Brain.ClearListeners(); Brain.ListenForTransitions(TransitionType.ReturnViaButton); TechTreeDisplay.SelectionMode = TechSelectionMode.SetDiscoveredTechs; TechTreeDisplay.gameObject.SetActive(true); CivSelectionPanel.SelectedCivChangedAction = OnSelectedCivChanged; CivSelectionPanel.gameObject.SetActive(true); }
public override void OnStateMachineEnter(Animator animator, int stateMachinePathHash) { Brain.ClearListeners(); Brain.DisableCameraMovement(); VisibilityCanon.ResourceVisibilityMode = ResourceVisibilityMode.HideAll; VisibilityCanon.CellVisibilityMode = CellVisibilityMode.HideAll; VisibilityResponder.UpdateVisibility = false; VisibilityResponder.TryResetCellVisibility(); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { LoadGameDisplay.TitleLabel = TitleLabel; LoadGameDisplay.AcceptButtonLabel = AcceptButtonLabel; LoadGameDisplay.LoadAction = () => animator.SetTrigger("Play Mode Requested"); LoadGameDisplay.gameObject.SetActive(true); Brain.ClearListeners(); Brain.ListenForTransitions(TransitionType.ReturnViaButton); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { FreeGreatPeopleDisplay.ObjectToDisplay = GameCore.ActiveCiv; FreeGreatPeopleDisplay.gameObject.SetActive(true); FreeGreatPeopleDisplay.Refresh(); Brain.ClearListeners(); Brain.DisableCameraMovement(); Brain.DisableCellHovering(); Brain.ListenForTransitions(TransitionType.ReturnViaButton); }
public override void OnStateMachineEnter(Animator animator, int stateMachinePathHash) { EscapeMenuContainer.gameObject.SetActive(true); foreach (var element in PlayModeSensitiveElements) { element.IsActive = false; } Brain.ClearListeners(); Brain.DisableCameraMovement(); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { foreach (var panel in DefaultPanels) { panel.gameObject.SetActive(true); } Brain.ClearListeners(); Brain.EnableCameraMovement(); Brain.EnableCellHovering(); Brain.ListenForTransitions(TransitionType.UnitSelected, TransitionType.CitySelected); }
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) { foreach (var display in DisplaysToManage) { display.gameObject.SetActive(true); display.ObjectToDisplay = Brain.LastCityClicked; display.DisplayType = CityDisplayType.PlayMode; display.Refresh(); } Brain.ClearListeners(); Brain.DisableCameraMovement(); Brain.ListenForTransitions(TransitionType.ReturnViaButton, TransitionType.CitySelected); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { UnitEditingPanel.UnitToEdit = Brain.LastUnitClicked; UnitEditingPanel.gameObject.SetActive(true); Brain.ClearListeners(); Brain.EnableCameraMovement(); Brain.DisableCellHovering(); Brain.ListenForTransitions( TransitionType.ReturnViaButton, TransitionType.ReturnViaClick, TransitionType.UnitSelected ); AttachEvents(); SelectedUnit = Brain.LastUnitClicked; }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { SelectedUnit = Brain.LastUnitClicked; foreach (var display in DisplaysToManage) { display.gameObject.SetActive(true); display.ObjectToDisplay = Brain.LastUnitClicked; display.Refresh(); } Brain.ClearListeners(); Brain.ListenForTransitions(TransitionType.ReturnViaButton, TransitionType.ReturnViaClick); Brain.EnableCameraMovement(); AttachEvents(); Clear(); }
public override void OnStateMachineEnter(Animator animator, int stateMachinePathHash) { Brain.ClearListeners(); Brain.EnableCameraMovement(); VisibilityCanon.ResourceVisibilityMode = ResourceVisibilityMode.ActiveCiv; VisibilityCanon.CellVisibilityMode = CellVisibilityMode.ActiveCiv; ExplorationCanon.ExplorationMode = CellExplorationMode.ActiveCiv; VisibilityResponder.UpdateVisibility = true; VisibilityResponder.TryResetCellVisibility(); UnitMapIconManager.BuildIcons(); UnitMapIconManager.SetActive(true); foreach (var element in PlayModeSensitiveElements) { element.IsActive = true; } }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { StateSelectionDisplay.gameObject.SetActive(true); Brain.ClearListeners(); }