Beispiel #1
0
    static SerializablePortShipList ConvertShipListToStruct(List <Ship> list)
    {
        SerializablePortShipList result = new SerializablePortShipList();
        int length = list.Count;

        result.shipNames      = new string[length];
        result.shipTypes      = new string[length];
        result.shipCrewCounts = new int[length];
        result.shipCrewMaxes  = new int[length];
        for (int i = 0; i < length; i++)
        {
            result.shipNames [i]      = list [i].name;
            result.shipTypes [i]      = PrefabUtility.GetPrefabParent(list [i].gameObject).name;
            result.shipCrewCounts [i] = 2;
            result.shipCrewMaxes [i]  = 3;            // Placeholder numbers; TODO: Give ships a max crew number
        }
        return(result);
    }
Beispiel #2
0
 void TargetUpdateDockedShipList(NetworkConnection target, SerializablePortShipList shipList)
 {
     // Delete all items currently in the ship list
     foreach (ShipListItem menuItem in contentPanel.GetComponentsInChildren <ShipListItem>())
     {
         Destroy(menuItem.gameObject);
     }
     // Make ShipListItem prefabs from the serializable list and put them in the ship menu
     for (int i = 0; i < shipList.shipNames.Length; i++)
     {
         GameObject   newListItem = Instantiate(listItemPrefab) as GameObject;
         ShipListItem item        = newListItem.GetComponent <ShipListItem> ();
         item.name.text = shipList.shipNames [i];
         item.type.text = shipList.shipTypes [i];
         item.crew.text = "Crew: " + shipList.shipCrewCounts [i] + "/" + shipList.shipCrewMaxes [i];
         newListItem.transform.parent     = contentPanel.transform;
         newListItem.transform.localScale = Vector3.one;
     }
 }