Work in progress refactor of InputManager, added UI structure
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36
Assets/Scripts/UI/Dialogs/AgentStatusDialog.cs
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36
Assets/Scripts/UI/Dialogs/AgentStatusDialog.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class BotStatusDialog : UIDialog
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{
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// Start is called before the first frame update
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public override void Start()
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{
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base.Start();
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UISelectableEntry missiles = CreateSelectableEntry();
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missiles.SetTextContent(new List<string>(new string[] { "Missiles" }));
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missiles.SetIsSelectable(false);
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UISelectableEntry submunitions = CreateSelectableEntry();
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submunitions.SetTextContent(new List<string>(new string[] { "Submunitions" }));
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submunitions.SetIsSelectable(false);
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UISelectableEntry targets = CreateSelectableEntry();
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targets.SetTextContent(new List<string>(new string[] { "Targets" }));
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targets.SetIsSelectable(false);
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SetDialogEntries(new List<UISelectableEntry>(new UISelectableEntry[] { missiles, submunitions, targets }));
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AddDialogTab("All", () => { });
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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11
Assets/Scripts/UI/Dialogs/AgentStatusDialog.cs.meta
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11
Assets/Scripts/UI/Dialogs/AgentStatusDialog.cs.meta
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fileFormatVersion: 2
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guid: a404f59a5c2ba814a9c1ca121b596df9
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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