diff options
Diffstat (limited to 'Thronefall_v1.0/Decompile/ChoiceManager.cs')
-rw-r--r-- | Thronefall_v1.0/Decompile/ChoiceManager.cs | 83 |
1 files changed, 83 insertions, 0 deletions
diff --git a/Thronefall_v1.0/Decompile/ChoiceManager.cs b/Thronefall_v1.0/Decompile/ChoiceManager.cs new file mode 100644 index 0000000..6ab87f9 --- /dev/null +++ b/Thronefall_v1.0/Decompile/ChoiceManager.cs @@ -0,0 +1,83 @@ +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; + } +} |