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Diffstat (limited to 'Thronefall_1_0/Decompile/ChoiceManager.cs')
-rw-r--r--Thronefall_1_0/Decompile/ChoiceManager.cs83
1 files changed, 0 insertions, 83 deletions
diff --git a/Thronefall_1_0/Decompile/ChoiceManager.cs b/Thronefall_1_0/Decompile/ChoiceManager.cs
deleted file mode 100644
index 6ab87f9..0000000
--- a/Thronefall_1_0/Decompile/ChoiceManager.cs
+++ /dev/null
@@ -1,83 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class ChoiceManager : MonoBehaviour
-{
- public static ChoiceManager instance;
-
- private bool choiceCoroutineRunning;
-
- private bool choiceCanceled;
-
- [HideInInspector]
- public List<Choice> availableChoices = new List<Choice>();
-
- [HideInInspector]
- public Choice choiceToReturn;
-
- [HideInInspector]
- public BuildSlot currentOriginBuildSlot;
-
- public bool ChoiceCoroutineWaiting
- {
- get
- {
- if (!choiceCanceled)
- {
- return choiceToReturn == null;
- }
- return false;
- }
- }
-
- public bool ChoiceCoroutineRunning => choiceCoroutineRunning;
-
- public void CancelChoice()
- {
- choiceCanceled = true;
- }
-
- private void Awake()
- {
- instance = this;
- }
-
- public void PresentChoices(List<Choice> _availableChoices, BuildSlot originBuildSlot, Action<Choice> _onCompleteFunction)
- {
- if (!choiceCoroutineRunning)
- {
- currentOriginBuildSlot = originBuildSlot;
- if (_availableChoices.Count == 0)
- {
- _onCompleteFunction(null);
- return;
- }
- if (_availableChoices.Count == 1)
- {
- _onCompleteFunction(_availableChoices[0]);
- return;
- }
- availableChoices = _availableChoices;
- UIFrameManager.instance.PresentChoiceFrame();
- StartCoroutine(Choice(_availableChoices, _onCompleteFunction));
- }
- }
-
- private IEnumerator Choice(List<Choice> _availableChoices, Action<Choice> _onCompleteFunction)
- {
- choiceToReturn = null;
- choiceCoroutineRunning = true;
- choiceCanceled = false;
- LocalGamestate.Instance.SetPlayerFreezeState(frozen: true);
- while (choiceToReturn == null && !choiceCanceled)
- {
- yield return null;
- }
- LocalGamestate.Instance.SetPlayerFreezeState(frozen: false);
- yield return null;
- _onCompleteFunction(choiceToReturn);
- choiceCoroutineRunning = false;
- }
-}