示例#1
0
 public void editSign()
 {
     if (!editing)
     {
         editSignButton.SetActive(false);
         saveSignButton.SetActive(true);
         signInput.text = signText.text;
         signText.gameObject.SetActive(false);
         signInput.gameObject.SetActive(true);
         editing = true;
         UtilBools.playerInteractLock(true);
     }
     else
     {
         editSignButton.SetActive(true);
         saveSignButton.SetActive(false);
         signText.text = signInput.text;
         signText.gameObject.SetActive(true);
         signInput.gameObject.SetActive(false);
         currentSignTile.text = signText.text;
         editing = false;
         UtilBools.playerInteractLock(false);
     }
     GC.audioMixer.playButtonSFX();
 }
    public bool resetPuzzle()
    {
        print(this.GetType().Name + ": reseting puzzle");
        UtilBools.puzzleInteractLock(false);
        EOTPPlayTurn = 0; //reset
        bool ok = true;

        for (int li = 0; li < realInput.Count; li++)
        {
            for (int i = 0; i < realInput[li].Count; i++)
            {
                print(this.GetType().Name + ":EOTPwaitFinish():li/i: " + li + "/" + i);
                print(this.GetType().Name + ":EOTPwaitFinish():Input Gotten:" + realInput[li][i]);
                print(this.GetType().Name + ":EOTPwaitFinish():Input Wanted:" + inputs[li].signal[i]);
                if (realInput[li][i] != inputs[li].signal[i])
                {
                    ok = false;
                }
            }
            //reset each list for next check logic
            realInput[li] = new List <int>();
        }
        stepping = false;
        stepText.gameObject.SetActive(false);
        stopStepButton.SetActive(false);
        //reset powered
        for (int i = 0; i < outputs.Count; i++)
        {
            POutputController curOutObj = outputObjs[i].GetComponent <POutputController>();
            curOutObj.beingPowered = false;
            curOutObj.tryPower(false);
            curOutObj.sendPower(-1);
        }
        return(ok);
    }
示例#3
0
 public void closeConfirmComp()
 {
     nameInput.text = "";
     confirmComp.SetActive(false);
     UtilBools.playerInteractLock(false);
     GC.audioMixer.playButtonSFX();
 }
 public void autoPlay()
 {
     resetPuzzle();
     print(this.GetType().Name + ": Starting autoplay puzzle!");
     UtilBools.puzzleInteractLock(true);
     puzzlePlay(false);
     GC.audioMixer.playButtonSFX();
 }
示例#5
0
    public void openOptions()
    {
        options.SetActive(true);
        options.GetComponent <OptionController>().loadSettingsUI();
        cancel();

        UtilBools.pausedBools(Game.current, true);
        UtilBools.paused  = false;
        UtilBools.options = true;
    }
    public void justExit()
    {
        openAll();
        closeAll();

        UtilBools.worldOptions = false;
        UtilBools.pausedBools(Game.current, false);

        gameObject.SetActive(false);
    }
示例#7
0
 public void openConfirmComp()
 {
     if (GC.selectedTiles.Count <= 0)
     {
         print("No selection");
         return;
     }
     confirmComp.SetActive(true);
     setInteractableConfirmComp(true);
     GC.AC.toggleSelectionBar(false);
     UtilBools.playerInteractLock(true);
     GC.audioMixer.playButtonSFX();
 }
    //unused
    public void saveExit()
    {
        openAll();

        //Saving
        miscCon.saveSettings();
        savedFeedback();
        closeAll();

        UtilBools.worldOptions = false;
        UtilBools.pausedBools(Game.current, false);

        gameObject.SetActive(false);
    }
示例#9
0
 public void closeSign()
 {
     print("Clicked close sign!");
     editSignButton.SetActive(true);
     saveSignButton.SetActive(false);
     signText.text = signInput.text;
     signText.gameObject.SetActive(true);
     signInput.gameObject.SetActive(false);
     currentSignTile.text = signText.text;
     currentSignTile      = null;
     editing = false;
     signObj.transform.position = startPos;
     signObj.SetActive(false);
     UtilBools.playerInteractLock(false);
     GC.audioMixer.playButtonSFX();
 }
示例#10
0
    public void openWorldOptions()
    {
        GC.audioMixer.playButtonSFX();
        if (!UtilBools.isPuzzle)
        {
            worldOptions.SetActive(true);
            worldOptions.GetComponent <WorldOptionsController>().loadSettingsUI();

            UtilBools.pausedBools(Game.current, true);
            UtilBools.paused       = false;
            UtilBools.worldOptions = true;
        }
        else
        {
            print("is puzzle duh");
        }
    }
示例#11
0
 //stepping logic
 public void stepPlay()
 {
     stopStepButton.SetActive(true);
     stepping = true;
     UtilBools.puzzleInteractLock(true);
     if (EOTPPlayTurn < outputs[0].signal.Length)
     {
         puzzlePlay(true);
     }
     else
     {
         checkResult();
         stopStepButton.SetActive(false);
         //print(this.GetType().Name + ":puzzlePlay(): finished");
     }
     GC.audioMixer.playButtonSFX();
 }
示例#12
0
    public void openWorldOptions()
    {
        if (!UtilBools.isPuzzle)
        {
            worldOptions.SetActive(true);
            worldOptions.GetComponent <WorldOptionsController>().loadSettingsUI();
            cancel();

            UtilBools.pausedBools(Game.current, true);
            UtilBools.paused       = false;
            UtilBools.worldOptions = true;
        }
        else
        {
            print("is puzzle");
        }
    }
示例#13
0
 public void cancel()
 {
     UtilBools.pausedBools(Game.current, false);
     UtilBools.paused = false;
     pausedContainer.SetActive(false);
 }