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));
        }
示例#4
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        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);
            }
        }
示例#5
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        public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
        {
            CityCaptureDisplay.gameObject.SetActive(true);

            Brain.ClearListeners();
            Brain.EnableCameraMovement();
            Brain.EnableCellHovering();
        }
示例#6
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        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);
        }
示例#11
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        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();
        }
示例#12
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        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);
        }
示例#16
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        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);
        }
示例#17
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        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;
        }
示例#19
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        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();
        }
示例#20
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        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();
        }