private void CreateNodeBoundaryIFN(CreepingNode node, WorldArea nodeArea)
 {
     Diagnostics.Assert(node != null);
     Diagnostics.Assert(nodeArea != null);
     if (base.WorldEntityFactoryService == null)
     {
         return;
     }
     if (!this.nodeBoundryObjects.ContainsKey(node.GUID))
     {
         UnityEngine.Object @object = Resources.Load("Prefabs/Cities/VillageBoundary");
         if (@object != null)
         {
             GameObject gameObject = UnityEngine.Object.Instantiate(@object) as GameObject;
             if (gameObject != null)
             {
                 Diagnostics.Assert(base.GlobalPositionningService != null);
                 Diagnostics.Assert(base.WorldPositionningService != null);
                 GameObject gameObject2 = null;
                 if (base.WorldEntityFactoryService.TryGetValue(node.PointOfInterest.GUID, out gameObject2))
                 {
                     gameObject.transform.parent        = gameObject2.transform;
                     gameObject.transform.localPosition = new Vector3(0f, 0.03f, 0f);
                     WorldAreaHexagonRenderer component = gameObject.GetComponent <WorldAreaHexagonRenderer>();
                     Diagnostics.Assert(component != null);
                     if (component == null)
                     {
                         return;
                     }
                     Color color = (node.Empire == null) ? Color.grey : node.Empire.Color;
                     component.SetColor(color);
                     component.SetWorldArea(nodeArea.WorldPositions, node.WorldPosition, base.GlobalPositionningService);
                     component.SetMaterialSelectionStatus(false, true, true);
                     component.SetOnDestroyLaunchAutokillAnimation(0.5f);
                     this.nodeBoundryObjects.Add(node.GUID, gameObject);
                 }
             }
         }
     }
 }
Beispiel #2
0
 private void CreateVillageBoundaryIFN()
 {
     Diagnostics.Assert(this.Village != null);
     Diagnostics.Assert(this.WorldArea != null);
     if (this.WorldEntityFactoryService == null)
     {
         return;
     }
     if (this.villageBoundaryObject == null)
     {
         UnityEngine.Object @object = Resources.Load("Prefabs/Cities/VillageBoundary");
         if (@object != null)
         {
             this.villageBoundaryObject = (UnityEngine.Object.Instantiate(@object) as GameObject);
             if (this.villageBoundaryObject != null)
             {
                 Diagnostics.Assert(base.GlobalPositionningService != null);
                 Diagnostics.Assert(this.WorldPositionningService != null);
                 GameObject gameObject = null;
                 if (this.WorldEntityFactoryService.TryGetValue(this.Village.PointOfInterest.GUID, out gameObject))
                 {
                     this.villageBoundaryObject.transform.parent        = gameObject.transform;
                     this.villageBoundaryObject.transform.localPosition = new Vector3(0f, 0.03f, 0f);
                     WorldAreaHexagonRenderer component = this.villageBoundaryObject.GetComponent <WorldAreaHexagonRenderer>();
                     Diagnostics.Assert(component != null);
                     if (component == null)
                     {
                         return;
                     }
                     Color color = (this.Village.Converter == null) ? Color.grey : this.Village.Converter.Color;
                     component.SetColor(color);
                     component.SetWorldArea(this.WorldArea.WorldPositions, this.Village.WorldPosition, base.GlobalPositionningService);
                     component.SetMaterialSelectionStatus(false, true, true);
                     component.SetOnDestroyLaunchAutokillAnimation(0.5f);
                 }
             }
         }
     }
 }
Beispiel #3
0
 private void GenerateGeometry(WorldPatch patchParent, WorldPosition attackerPosition, WorldArea battleArea, WorldArea attackerDeploymentArea, WorldArea defenderDeploymentArea)
 {
     if (this.battleZoneGameObject == null)
     {
         this.battleZoneGameObject         = new GameObject("BattleArea");
         this.battleDeploymentAreaAttacker = this.InstantiateGameObjectFromPrefabNameAndInitMeshFilter("Prefabs/Encounters/ArmyWorldCursorDeploymentArea", this.battleZoneGameObject, false);
         this.battleDeploymentAreaDefender = this.InstantiateGameObjectFromPrefabNameAndInitMeshFilter("Prefabs/Encounters/ArmyWorldCursorDeploymentArea", this.battleZoneGameObject, false);
         this.battleAreaBoundary           = this.InstantiateGameObjectFromPrefabNameAndInitMeshFilter("Prefabs/Encounters/ArmyWorldCursorEncounterBoundary", this.battleZoneGameObject, false);
     }
     this.battleZoneGameObject.transform.parent        = patchParent.RootedTransform;
     this.battleZoneGameObject.transform.localPosition = new Vector3(0f, 0.005f, 0f);
     if (this.battleAreaBoundary != null)
     {
         this.battleAreaBoundary.transform.localPosition = Vector3.zero;
         WorldAreaHexagonRenderer component = this.battleAreaBoundary.GetComponent <WorldAreaHexagonRenderer>();
         component.SetWorldArea(battleArea, attackerPosition, base.GlobalPositionningService);
         component.SetMaterialSelectionStatus(false, true, true);
     }
     if (this.battleDeploymentAreaAttacker != null)
     {
         this.battleDeploymentAreaAttacker.transform.localPosition = new Vector3(0f, 0.005f, 0f);
         WorldAreaHexagonRenderer component2 = this.battleDeploymentAreaAttacker.GetComponent <WorldAreaHexagonRenderer>();
         component2.SetWorldArea(attackerDeploymentArea, attackerPosition, base.GlobalPositionningService);
         Color color = this.WorldArmy.Army.Empire.Color;
         color.a = this.attackerAlphaValue;
         component2.SetColor(color);
         component2.SetMaterialSelectionStatus(false, true, true);
     }
     if (this.battleDeploymentAreaDefender != null)
     {
         this.battleDeploymentAreaDefender.transform.localPosition = new Vector3(0f, 0.005f, 0f);
         WorldAreaHexagonRenderer component3 = this.battleDeploymentAreaDefender.GetComponent <WorldAreaHexagonRenderer>();
         component3.SetWorldArea(defenderDeploymentArea, attackerPosition, base.GlobalPositionningService);
         Color color2 = new Color(1f, 0f, 0f, this.defenderAlphaValue);
         if (this.battleTarget is Garrison)
         {
             Garrison garrison = this.battleTarget as Garrison;
             if (garrison.Empire != null)
             {
                 color2 = garrison.Empire.Color;
                 Army army = garrison as Army;
                 if (army != null && army.IsPrivateers)
                 {
                     IPlayerControllerRepositoryService service = Services.GetService <IGameService>().Game.Services.GetService <IPlayerControllerRepositoryService>();
                     if (service.ActivePlayerController != null && service.ActivePlayerController.Empire != null && service.ActivePlayerController.Empire.Index != garrison.Empire.Index)
                     {
                         color2 = global::Game.PrivateersColor;
                     }
                 }
                 color2.a = this.defenderAlphaValue;
             }
         }
         else if (this.battleTarget is District)
         {
             color2 = ((District)this.battleTarget).Empire.Color;
         }
         component3.SetColor(color2);
         component3.SetMaterialSelectionStatus(false, true, true);
     }
     this.battleZoneGameObject.SetActive(true);
     this.battleZoneVisible = true;
 }