Beispiel #1
0
 private void Start()
 {
     if (!this.is_in_storage)
     {
         storage = UnityFunctions.ship_manager;
         this.Run_Start();
         UpdateModuleStats();
         StartMonitor();
     }
 }
Beispiel #2
0
    public void LoadData(UpgradeItem selected_item)
    {
        gameObject.SetActive(true);

        this.selected_item = selected_item;
        //**********************
        //Get the ship Managment
        //**********************
        GameObject player = GameObject.Find("Player_Config");

        if (player == null)
        {
            return;
        }
        ShipManagment ship_managment = player.GetComponent <ShipManagment>();

        if (ship_managment == null)
        {
            return;
        }

        //***********************************
        //Lets get the drop panel of the item
        //***********************************
        Transform panel = gameObject.transform.Find("DropPanel");

        if (panel != null)
        {
            //*************************
            //Lest remove all old items
            //*************************
            foreach (Transform child in panel.transform)
            {
                GameObject.Destroy(child.gameObject);
            }
            if (invetory_upgrade_item_prrefab == null)
            {
                return;
            }
            foreach (Upgrade_Settings e in ship_managment.stored_upgrades)
            {
                GameObject  button = Instantiate(invetory_upgrade_item_prrefab, panel);
                UpgradeItem item   = button.GetComponent <UpgradeItem>();
                if (item != null)
                {
                    item.SetItem(e);
                }
                EventTrigger trigger = item.GetComponent <EventTrigger>();
                UnityFunctions.AddListener(ref trigger, EventTriggerType.PointerClick, onClickListener);
            }
        }
    }
    // Start is called before the first frame update
    private void Start()
    {
        storage = UnityFunctions.ship_manager;

        Setup();
        OnValidate();

        txt.enabled = true;
        if (recipe != null && read_type == Enums.enum_read_type.replicator_make)
        {
            txt.enabled = !recipe.blueprint;
        }

        //*************************
        //Get the replicator object
        //*************************
        if (read_type == Enums.enum_read_type.replicator_que)
        {
            if (replicator == null)
            {
                replicator = UnityFunctions.modules.GetComponentInChildren <Replicator>();
            }
        }
        else if (read_type == Enums.enum_read_type.replicator_time)
        {
            if (replicator == null)
            {
                replicator = UnityFunctions.modules.GetComponentInChildren <Replicator>();
            }
        }

        if (but != null)
        {
            //Lets hook up event
            if (read_type == Enums.enum_read_type.replicator_make)
            {
                but.onClick.AddListener(MakeItem);
            }
            else if (read_type == Enums.enum_read_type.use)
            {
                but.onClick.AddListener(Use);
            }
            else
            {
                but.onClick.RemoveAllListeners();
            }
        }

        InvokeRepeating("Reader.UpdateDisplayData", 0, 1.0f);
    }
    public static void PopulateCommonVariables()
    {
        UnityFunctions.modules         = GameObject.Find("Modules");
        UnityFunctions.stored_modules  = GameObject.Find("Stored_Modules");
        UnityFunctions.game_elements   = GameObject.Find("GameElements");
        UnityFunctions.stored_upgrades = GameObject.Find("Stored_Upgrades");
        UnityFunctions.player          = GameObject.Find("Player");
        if (UnityFunctions.player == null)
        {
            UnityFunctions.player = GameObject.Find("Player_Config");
        }
        else
        {
            UnityFunctions.ship_manager = (ShipManagment)UnityFunctions.player.GetComponent("ShipManagment");
        }

        PopulateItemResorces();
    }
Beispiel #5
0
    // Start is called before the first frame update
    private void Start()
    {
        if (player_prefab == null)
        {
            return;
        }

        //*******************************************************
        //Lets look at the what type of data we are going to read
        //*******************************************************
        if (data_type == Enums.enum_system_info.flight_assist || data_type == Enums.enum_system_info.landing_zone)
        {
            //*************************
            //This is icon data boolean
            //*************************
            ship_movment = player_prefab.GetComponent <SpaceShipMovment>();
            sr           = GetComponentInChildren <Image>();
        }
        else if (data_type == Enums.enum_system_info.refiner)
        {
            GameObject r = GameObject.Find("Refiner(Clone)");
            bar = GetComponentInChildren <Slider>();
        }
        else
        {
            //**************************************
            //This is slider data from ShipManagment
            //**************************************
            sys = player_prefab.GetComponent <ShipManagment>();
            bar = GetComponentInChildren <Slider>();
        }
        //*******************************************
        //Lets start te reading
        //*******************************************
        InvokeRepeating("UpdateDisplayData", 0, 0.1f);
    }
Beispiel #6
0
    public void ReadData(GameObject player_prefab)
    {
        ShipManagment ship_mamanmger = player_prefab.GetComponent <ShipManagment>();

        position    = player_prefab.transform.position;
        roation     = player_prefab.transform.rotation;
        scale       = player_prefab.transform.localScale;
        module_name = ship_mamanmger.name;

        battery = ship_mamanmger.battery;
        fuel    = ship_mamanmger.fuel;

        InventoryManager inv = player_prefab.GetComponent <InventoryManager>();

        this.inventory.Clear();
        foreach (InventoryManager.Item e in inv.inventory)
        {
            this.inventory.Add(e.item_type);
        }

        this.blueprints.Clear();
        foreach (InventoryManager.Item e in inv.blueprints)
        {
            this.blueprints.Add(e.item_type);
        }

        //*****************
        //Same the upgrades
        //*****************
        stored_upgrades.Clear();
        foreach (Upgrade_Settings e in ship_mamanmger.stored_upgrades)
        {
            //Upgrade_Settings refab = Resources.Load(e.ToString()) as Upgrade_Settings;
            stored_upgrades.Add(e.Full_name);
        }
    }
Beispiel #7
0
    public void LoadPlayer()
    {
        UnityFunctions.PopulateItemResorces();

        PlayerSaveModel player_model   = PlayerSaveModel.LoadPlayer();
        ShipManagment   ship_mamanmger = gameObject.GetComponent <ShipManagment>();

        ship_mamanmger.fuel    = player_model.fuel;
        ship_mamanmger.battery = player_model.battery;

        if (is_config == false)
        {
            transform.position = player_model.position;
            transform.rotation = player_model.roation;
        }
        else
        {
            stored_pos      = player_model.position;
            stored_rotation = player_model.roation;
        }

        //*************
        //Load invetory
        //*************
        InventoryManager inv = gameObject.GetComponent <InventoryManager>();

        inv.inventory.Clear();
        if (inv != null && player_model.inventory != null)
        {
            foreach (Enums.enum_item e in player_model.inventory)
            {
                //if (UnityFunctions.GetItemTypeResorceType(e) == Enums.enum_resorce_type.blueprint) {
                //inv.blueprints.Add(new InventoryManager.Item(e));
                //} else {
                inv.inventory.Add(new InventoryManager.Item(e));
                // }
            }
        }

        //****************
        //Load blue prints
        //****************
        //inv.blueprints.Clear();
        if (inv != null && player_model.blueprints != null)
        {
            foreach (Enums.enum_item e in player_model.blueprints)
            {
                inv.blueprints.Add(new InventoryManager.Item(e));
            }
        }


        //*****************
        //Load the upgrades
        //*****************
        ship_mamanmger.stored_upgrades.Clear();
        foreach (string e in player_model.stored_upgrades)
        {
            Upgrade_Settings refab = Resources.Load(e) as Upgrade_Settings;
            ship_mamanmger.stored_upgrades.Add(refab);
        }

        //********************************************
        //Loop through the modules in our player model
        //********************************************
        foreach (ModuleSaveModel module in player_model.modules)
        {
            //****************
            //Create our modue
            //****************
            GameObject new_module = Create_Module(module);
            if (new_module != null)
            {
                //************
                //Add upgrades
                //************
                ship_mamanmger.Equip(new_module);
            }
        }

        //********************************************
        //Loop through the modules in our player model
        //********************************************

        foreach (ModuleSaveModel module in player_model.stored_modules)
        {
            //****************
            //Create our modue
            //****************
            GameObject new_module = null;
            try {
                new_module = Create_Module(module);
            } catch (Exception ex) {
                Debug.Log(ex);
            }
            if (new_module != null)
            {
                ship_mamanmger.Store_Module(new_module);
            }
        }
    }
Beispiel #8
0
    private void LoadUpgradeList()
    {
        //**********************
        //Get the ship Managment
        //**********************
        loading = true;
        upgrade_item1.ClearOptions();
        upgrade_item2.ClearOptions();
        upgrade_item3.ClearOptions();
        upgrade_item2.gameObject.SetActive(false);
        upgrade_item3.gameObject.SetActive(false);

        GameObject player = GameObject.Find("Player_Config");

        if (player == null)
        {
            return;
        }
        ship_managment = player.GetComponent <ShipManagment>();
        if (ship_managment == null)
        {
            return;
        }
        //*****************************************************
        //Populate the options Filter the items based on module
        //*****************************************************

        //*********************
        //Set the default value
        //*********************
        for (int i = 0; i < module_info.upgrades.Count; i++)
        {
            switch (i)
            {
            case 0:
                upgrade_item2.gameObject.SetActive(true);
                upgrade_item1.options.Add(new Dropdown.OptionData("None"));
                foreach (Upgrade_Settings e in ship_managment.stored_upgrades)
                {
                    if (e.IsAvalible(module_info.gameObject.GetComponent <ItemResorce>().Item_type))
                    {
                        upgrade_item1.options.Add(new Dropdown.OptionData(e.name, e.Sprite));
                    }
                }
                upgrade_item1.options.Add(new Dropdown.OptionData(module_info.upgrades[i].name, module_info.upgrades[i].Sprite));

                //Populate
                upgrade_item2.options.Add(new Dropdown.OptionData("None"));
                foreach (Upgrade_Settings e in ship_managment.stored_upgrades)
                {
                    if (e.IsAvalible(module_info.gameObject.GetComponent <ItemResorce>().Item_type))
                    {
                        upgrade_item2.options.Add(new Dropdown.OptionData(e.name, e.Sprite));
                    }
                }
                upgrade_item1.value = GetIndexByName(upgrade_item1, module_info.upgrades[i].name);
                upgrade_item1.RefreshShownValue();     // this is the key
                break;

            case 1:
                upgrade_item3.gameObject.SetActive(true);
                upgrade_item2.options.Add(new Dropdown.OptionData(module_info.upgrades[i].name, module_info.upgrades[i].Sprite));

                //Populate 3
                upgrade_item3.options.Add(new Dropdown.OptionData("None"));
                foreach (Upgrade_Settings e in ship_managment.stored_upgrades)
                {
                    if (e.IsAvalible(module_info.gameObject.GetComponent <ItemResorce>().Item_type))
                    {
                        upgrade_item3.options.Add(new Dropdown.OptionData(e.name, e.Sprite));
                    }
                }
                upgrade_item2.value = GetIndexByName(upgrade_item2, module_info.upgrades[i].name);
                upgrade_item2.RefreshShownValue();     // this is the key
                break;

            case 2:
                upgrade_item3.options.Add(new Dropdown.OptionData(module_info.upgrades[i].name, module_info.upgrades[i].Sprite));
                upgrade_item3.value = GetIndexByName(upgrade_item3, module_info.upgrades[i].name);
                upgrade_item3.RefreshShownValue();     // this is the key
                break;
            }
        }


        if (module_info.upgrades.Count <= 0)
        {
            //Load the first item with data
            upgrade_item1.options.Add(new Dropdown.OptionData("None"));
            foreach (Upgrade_Settings e in ship_managment.stored_upgrades)
            {
                if (e.IsAvalible(module_info.gameObject.GetComponent <ItemResorce>().Item_type))
                {
                    upgrade_item1.options.Add(new Dropdown.OptionData(e.name, e.Sprite));
                }
            }
            upgrade_item1.value = GetIndexByName(upgrade_item1, "None");
        }
        this.SetInvetoryInfo();
        loading = false;
    }