public void OkClicked() { turnChange.SetActive(false); gameController.SendMessage(Core.GameMessage.OkClicked); }
/// <summary> /// Resets timescale, disables simulation objects, sends exit flag to gameController and etc. /// </summary> private void Exit() { GameController.SendMessage(GameMessage.RecordEnd); // change the game controller flag StopCoroutine("AtFixedUpdateEnd"); // important to stop the coroutine so it doesn't keep running in the background }
/// <summary> /// Resets global values, destroys replay objects, sends exit flag to gameController and etc. /// </summary> private void Exit() { DestroyReplayObjects(); GameController.SendMessage(GameMessage.ReplayEnd); }
/// <summary> /// Sends data to the recordables, resets timescale, disables destroys planning objects, sends exit flag to gameController and etc. /// </summary> private void Exit() { SendDataToRecordables(); DestroyPlanningObjects(); GameController.SendMessage(GameMessage.PlanningEnd); }