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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;
}
}
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