public GameEngine.PlayerInvObjs.InvUnit getInvUnitByID(int id, Model.DataCardType dataCardType)
        {
            GameEngine.PlayerInvObjs.InvUnit rtnInvUnit = new GameEngine.PlayerInvObjs.InvUnit();

            if (dataCardType == GalacticConquest.Model.DataCardType.Facility)
            {
            }
            else if (dataCardType == GalacticConquest.Model.DataCardType.Ship)
            {
                List <DataCards.Planet> allPlanets = this.getAllPlanetsList();

                foreach (DataCards.Planet curPlanet in allPlanets)
                {
                    foreach (GameEngine.PlayerInvObjs.InvUnit curInv in curPlanet.Orbit.StarshipFleetsInOrbit)
                    {
                        if (curInv.id == id)
                        {
                            rtnInvUnit = curInv;
                            break;
                        }
                    }
                }
            }
            else if (dataCardType == GalacticConquest.Model.DataCardType.Troops)
            {
            }
            return(rtnInvUnit);
        }
Beispiel #2
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 public InvUnit()
 {
     startingLocation = "";
         invUnitType = new Model.DataCardType();
         iuFacility = new DataCards.Facility();
         _underConstruction = false;
         transitObj = new GameEngine.GalacticComponents.TravelObj();
         _remainingConstructionDays = 0;
 }
Beispiel #3
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 public InvUnit()
 {
     startingLocation           = "";
     invUnitType                = new Model.DataCardType();
     iuFacility                 = new DataCards.Facility();
     _underConstruction         = false;
     transitObj                 = new GameEngine.GalacticComponents.TravelObj();
     _remainingConstructionDays = 0;
 }
Beispiel #4
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 public InvUnit(DataCards.Planet invUnitPlanet)
 {
     startingLocation = invUnitPlanet.Name;
         invUnitType = Model.DataCardType.Planet;
         iuPlanet = invUnitPlanet;
         _underConstruction = false;
         transitObj = new GameEngine.GalacticComponents.TravelObj();
         _remainingConstructionDays = 0;
         id = getID();
 }
Beispiel #5
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 public InvUnit(DataCards.Ship invUnitShip, string _startingPlanetName)
 {
     startingLocation = _startingPlanetName;
         invUnitType = Model.DataCardType.Ship;
         iuShip = invUnitShip;
         _underConstruction = false;
         transitObj = new GameEngine.GalacticComponents.TravelObj();
         _remainingConstructionDays = 0;
         id = getID();
 }
Beispiel #6
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 public void startEntityConstruction(DataCards.Facility invUnitFacility, string _startingPlanetName)
 {
     startingLocation           = _startingPlanetName;
     invUnitType                = Model.DataCardType.Facility;
     iuFacility                 = invUnitFacility;
     _underConstruction         = true;
     transitObj                 = new GameEngine.GalacticComponents.TravelObj();
     _remainingConstructionDays = iuFacility.baseManufactureCost.BaseConstructionTime;
     id = getID();
 }
Beispiel #7
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 public InvUnit(DataCards.Planet invUnitPlanet)
 {
     startingLocation           = invUnitPlanet.Name;
     invUnitType                = Model.DataCardType.Planet;
     iuPlanet                   = invUnitPlanet;
     _underConstruction         = false;
     transitObj                 = new GameEngine.GalacticComponents.TravelObj();
     _remainingConstructionDays = 0;
     id = getID();
 }
Beispiel #8
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 public InvUnit(DataCards.Troops invUnitTroops, string _startingPlanetName)
 {    //Create a Troops unit and set it at a planet //Implies that this might mean its a starting unit. Generally they would need a construction.//Possibly loading from a save file in the future :)
     startingLocation           = _startingPlanetName;
     invUnitType                = Model.DataCardType.Troops;
     iuTroops                   = invUnitTroops;
     _underConstruction         = false;
     transitObj                 = new GameEngine.GalacticComponents.TravelObj();
     _remainingConstructionDays = 0;
     id = getID();
 }
Beispiel #9
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 public InvUnit(DataCards.Ship invUnitShip, string _startingPlanetName)
 {
     startingLocation           = _startingPlanetName;
     invUnitType                = Model.DataCardType.Ship;
     iuShip                     = invUnitShip;
     _underConstruction         = false;
     transitObj                 = new GameEngine.GalacticComponents.TravelObj();
     _remainingConstructionDays = 0;
     id = getID();
 }
Beispiel #10
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 public InvUnit(DataCards.Troops invUnitTroops, string _startingPlanetName)
 {
     //Create a Troops unit and set it at a planet //Implies that this might mean its a starting unit. Generally they would need a construction.//Possibly loading from a save file in the future :)
         startingLocation = _startingPlanetName;
         invUnitType = Model.DataCardType.Troops;
         iuTroops = invUnitTroops;
         _underConstruction = false;
         transitObj = new GameEngine.GalacticComponents.TravelObj();
         _remainingConstructionDays = 0;
         id = getID();
 }
        public GameInformationMenu()
        {
            _isNull = true;
            _isEnabled = false;

            HeaderText = "";
            Description = "";

            menuVector = new Vector2();

            dataCardType = GalacticConquest.Model.DataCardType.Unknown;

            menuButtons = new List<FancyButtonControl>();

            scrlPnlDescriptionText = new Controls.ScrollPanel.ScrollPanelTextControl();
        }
Beispiel #12
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        public GameInformationMenu()
        {
            _isNull    = true;
            _isEnabled = false;

            HeaderText  = "";
            Description = "";

            menuVector = new Vector2();

            dataCardType = GalacticConquest.Model.DataCardType.Unknown;

            menuButtons = new List <FancyButtonControl>();

            scrlPnlDescriptionText = new Controls.ScrollPanel.ScrollPanelTextControl();
        }
Beispiel #13
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 public void startEntityConstruction(DataCards.Facility invUnitFacility, string _startingPlanetName)
 {
     startingLocation = _startingPlanetName;
         invUnitType = Model.DataCardType.Facility;
         iuFacility = invUnitFacility;
         _underConstruction = true;
         transitObj = new GameEngine.GalacticComponents.TravelObj();
         _remainingConstructionDays = iuFacility.baseManufactureCost.BaseConstructionTime;
         id = getID();
 }