Beispiel #1
0
 public void InitializeSelectingUnit(UnitInfoPanel unitInfoPanel)
 {
     unitInfoPanel.UnselectAllUnits();
     DisplayAttackerInfoOntoPanel(unitInfoPanel);
     ApplyIndicator();
     SetSelected(true);
 }
Beispiel #2
0
    // Use this for initialization
    void Awake()
    {
        levelController = FindObjectOfType <LevelController>();
        levelController.AttackerSpawned();

        unitInfoPanel      = FindObjectOfType <UnitInfoPanel>();
        upgradePanelButton = FindObjectOfType <UpgradePanelButton>();
        audioController    = FindObjectOfType <AudioController>();
    }
Beispiel #3
0
 // Pass in a UnitInfoPanel object to help initialize it from other classes
 public void DisplayAttackerInfoOntoPanel(UnitInfoPanel unitInfoPanel)
 {
     unitInfoPanel.UpdateDisplay(GetComponentInChildren <SpriteRenderer>(),
                                 unitName,
                                 "",
                                 bounty.ToString(),
                                 damage.ToString(),
                                 abilityDescription);
 }
	void Start ()
	{
		unitPanel = GameObject.FindObjectOfType<UnitInfoPanel> ();
		topPanel = GameObject.FindObjectOfType<TopPanelController> ();
		//timeSlider.onValueChanged.AddListener(TimeScaleUpdate);

		currentPlayerHive.GetComponent<HiveController> ().OnStorageChanged += StorageUpdate;
		currentPlayerHive.GetComponent<HiveController> ().OnUnitsChanged += UnitsUpdate;
		mainCamera = Camera.main;
		ChangeHive (currentPlayerHive);
		currentPlayerHive.GetComponent<HiveController> ().flagScout = flagScout;
		currentPlayerHive.GetComponent<HiveController> ().flagWorker = flagWorker;
		currentPlayerHive.GetComponent<HiveController> ().flagSoldier = flagSoldier;
		HiveController[] hives = GameObject.FindObjectsOfType<HiveController> ();
		foreach (HiveController hive in hives) {
				hive.flagScout = flagScout;
				hive.flagWorker = flagWorker;
				hive.flagSoldier = flagSoldier;
		}
	}
Beispiel #5
0
 void Awake()
 {
     Instance = this;
 }
Beispiel #6
0
 private void Awake()
 {
     instance = this;
 }
Beispiel #7
0
 // Use this for initialization
 void Awake()
 {
     unitInfoPanel      = FindObjectOfType <UnitInfoPanel>();
     upgradePanelButton = FindObjectOfType <UpgradePanelButton>();
 }
Beispiel #8
0
 void Awake()
 {
     Instance = this;
 }
Beispiel #9
0
    public void SetRequiredMenusActive(bool doActivate)
    {
        // Get city transform
        // structure: 6City-5HeroParty-4PartyPanel-3Row-2Cell-1UnitEquipmentControl-EquipmentButton(this)
        //City city = transform.parent.parent.parent.parent.parent.parent.GetComponent<City>();
        // Get city screen
        EditPartyScreen editPartyScreen = transform.root.GetComponentInChildren <UIManager>().GetComponentInChildren <EditPartyScreen>(true);

        // verify if City screen is active = we are in a city
        if (editPartyScreen)
        {
            //City city = cityScreen.City;
            // do actions for each HeroParty
            foreach (HeroPartyUI heroPartyUI in transform.root.GetComponentInChildren <UIManager>().GetComponentsInChildren <HeroPartyUI>(true))
            {
                // verify if heroPartyUI has linked Party
                if (heroPartyUI.LHeroParty != null)
                {
                    // activate/deactivate party panel
                    heroPartyUI.GetComponentInChildren <PartyPanel>(true).gameObject.SetActive(doActivate);
                }
            }
            // verify if we are in city or hero party edit mode
            if (editPartyScreen.LCity != null)
            {
                // activate/deactivate city control butons
                transform.root.GetComponentInChildren <UIManager>().GetComponentsInChildren <CityHealButton>(true)[0].gameObject.SetActive(doActivate);
                transform.root.GetComponentInChildren <UIManager>().GetComponentsInChildren <CityResurectButton>(true)[0].gameObject.SetActive(doActivate);
            }
            transform.root.GetComponentInChildren <UIManager>().GetComponentsInChildren <CityDismissButton>(true)[0].gameObject.SetActive(doActivate);
            // activate/deactivate ReturnBtn
            transform.root.GetComponentInChildren <UIManager>().GetComponentsInChildren <CityBackButton>(true)[0].gameObject.SetActive(doActivate);
            // activate/deactivate Unit Equipment back button
            transform.root.Find("MiscUI/BottomControlPanel/RightControls/HeroEquipmentBackButton").gameObject.SetActive(!doActivate);
            // activate/deactivate focus panels
            FocusPanel[] focusPanels = transform.root.GetComponentInChildren <UIManager>().GetComponentsInChildren <FocusPanel>(true);
            for (int i = 0; i < focusPanels.Length; i++)
            {
                // verify if focus panel is about to be disabled
                if (false == doActivate)
                {
                    // save original linked object of each focus panel
                    originalState.FocusPanelsLinkedObject[i] = focusPanels[i].focusedObject;
                    // disable focus panel
                    focusPanels[i].gameObject.SetActive(doActivate);
                }
                else
                {
                    // verify if there was linked game object to focus panel
                    if (originalState.FocusPanelsLinkedObject[i] != null)
                    {
                        // restore original state of the focus panel (before disable)
                        focusPanels[i].focusedObject = originalState.FocusPanelsLinkedObject[i];
                        focusPanels[i].gameObject.SetActive(true);
                    }
                }
            }
            // activate/deactivate HireHeroPanel
            if (false == doActivate)
            {
                originalState.HireHeroPanel = transform.root.GetComponentInChildren <UIManager>().transform.Find("HireHeroPanel").gameObject.activeSelf;
                transform.root.GetComponentInChildren <UIManager>().transform.Find("HireHeroPanel").gameObject.SetActive(doActivate);
            }
            else
            {
                transform.root.GetComponentInChildren <UIManager>().transform.Find("HireHeroPanel").gameObject.SetActive(originalState.HireHeroPanel);
            }
            // activate/deactivate HireCommonUnitButtons
            if (false == doActivate)
            {
                originalState.HireCommonUnitButtons = transform.root.GetComponentInChildren <UIManager>().transform.Find("HireCommonUnitButtons").gameObject.activeSelf;
                transform.root.GetComponentInChildren <UIManager>().transform.Find("HireCommonUnitButtons").gameObject.SetActive(doActivate);
            }
            else
            {
                transform.root.GetComponentInChildren <UIManager>().transform.Find("HireCommonUnitButtons").gameObject.SetActive(originalState.HireCommonUnitButtons);
            }
            // Activate/deactivate unit info panel
            UnitInfoPanel unitInfoPanel = transform.root.Find("MiscUI/UnitInfoPanel").GetComponent <UnitInfoPanel>();
            if (!doActivate)
            {
                // activate unit info panel
                // get party unit, structure: 2UnitCanvas(Clone)-1UnitEquipmentControl-EquipmentButton(this)
                PartyUnit partyUnit = transform.parent.parent.GetComponent <PartyUnitUI>().LPartyUnit;
                // activate unit info panel
                unitInfoPanel.ActivateAdvance(partyUnit, UnitInfoPanel.Align.Right, false, UnitInfoPanel.ContentMode.Short);
            }
            else
            {
                // deactivate unit info panel
                unitInfoPanel.gameObject.SetActive(false);
            }
            // Disable/Enable unit info panel background
            //unitInfoPanel.transform.Find("Background").gameObject.SetActive(doActivate);
        }
    }