Beispiel #1
0
        private void Init()
        {
            // Init Services
            services.Init();
            services.SetLanguageCode(gameData.languageCode);
            services.LoadLocalisationService();

            // Load Play Controller
            GameObject playControllerObject = Instantiate(gameObjectFactory.prefabPlayController);

            playControllerObject.SetActive(true);

            PlayController playController = playControllerObject.GetComponent <PlayController>();

            playController.Load();

            PlayController.main.ResetGameData();

            // Load Result Controller
            GameObject resultControllerObject = Instantiate(gameObjectFactory.prefabResultController);

            resultControllerObject.SetActive(true);

            ResultController resultController = resultControllerObject.GetComponent <ResultController>();

            resultController.Load();

            // inject factory to states
            gameLoad.gameObjectFactory  = gameObjectFactory;
            playEnter.gameObjectFactory = gameObjectFactory;

            // load
            gameLoad.OnLoadComplete += OnLoadComplete;
            gameLoad.Enter();
        }
        public void Load()
        {
            main = this;

            GameObjectFactory gameObjectFactory = GameObjectFactory.main;

            terrainHandlerObject = Instantiate(gameObjectFactory.prefabTerrain);
            TerrainHandler terrainHandler = terrainHandlerObject.GetComponent <TerrainHandler>();

            terrainHandler.Load();

            houseSmallClickerObject  = gameObjectFactory.houseSmallClickerObject;
            houseMediumClickerObject = gameObjectFactory.houseMediumClickerObject;
            houseLargeClickerObject  = gameObjectFactory.houseLargeClickerObject;
            foresterClickerObject    = gameObjectFactory.foresterClickerObject;
            quarryClickerObject      = gameObjectFactory.quarryClickerObject;
            cemeteryClickerObject    = gameObjectFactory.cemeteryClickerObject;
            farmClickerObject        = gameObjectFactory.farmClickerObject;
            clinicClickerObject      = gameObjectFactory.clinicClickerObject;
            tavernClickerObject      = gameObjectFactory.tavernClickerObject;
            villageDayPanelObject    = gameObjectFactory.villageDayPanelObject;
            mainMenuPanelObject      = gameObjectFactory.mainMenuPanelObject;
            resourceCostPanelObject  = gameObjectFactory.resourceCostPanelObject;
            unitActionPanelObject    = gameObjectFactory.unitActionPanelObject;

            resourceController = gameObject.GetComponent <ResourceController>();
            resourceController.Load(ref gameData);

            gridController = gameObject.GetComponent <GridController>();
            gridController.Load(ref gameData);

            dayNightController = gameObject.GetComponent <DayNightController>();
            dayNightController.Load(ref gameData);
        }
        private void Update()
        {
            PlayController pc = PlayController.main;

            if (pc != null)
            {
                if (mouseOver)
                {
                    if (target != null)
                    {
                        foodCostText.text = pc.GetResourceController().GetVillagerFoodCost().ToString();
                        target.DOFade(1f, 0.25f)
                        .OnStart(() =>
                        {
                            target.gameObject.SetActive(true);
                        });
                    }
                }
            }
        }
        public void Load()
        {
            Transform pParent = transform;

            // Prefabs
            for (int i = 0; i < 100; ++i)
            {
                // tree
                GameObject  goTree      = Instantiate(prefabTree);
                TreeHandler treeHandler = goTree.GetComponent <TreeHandler>();
                treeHandler.Load(pParent);
                treeObjectPool.Enqueue(goTree);

                // stone
                GameObject   goStone      = Instantiate(prefabStone);
                StoneHandler stoneHandler = goStone.GetComponent <StoneHandler>();
                stoneHandler.Load(pParent);
                stoneObjectPool.Enqueue(goStone);

                // food
                GameObject  goFood      = Instantiate(prefabFood);
                FoodHandler foodHandler = goFood.GetComponent <FoodHandler>();
                foodHandler.Load(pParent);
                foodObjectPool.Enqueue(goFood);
            }

            // Preloads
            PlayController pc = PlayController.main;



            BuildingsHandler buildingsHandler = buildingsHandlerObject.GetComponent <BuildingsHandler>();

            buildingsHandler.Load();

            // houses
            BuildingClicker houseClicker = houseSmallClickerObject.GetComponent <BuildingClicker>();

            houseClicker.Load(pc.gameData.houseSmallResourceCost);

            houseClicker = houseMediumClickerObject.GetComponent <BuildingClicker>();
            houseClicker.Load(pc.gameData.houseMediumResourceCost);

            houseClicker = houseLargeClickerObject.GetComponent <BuildingClicker>();
            houseClicker.Load(pc.gameData.houseLargeResourceCost);

            // resources
            BuildingClicker satisfactionClicker = farmClickerObject.GetComponent <BuildingClicker>();

            satisfactionClicker.Load(pc.gameData.farmResourceCost);

            BuildingClicker resourceClicker = foresterClickerObject.GetComponent <BuildingClicker>();

            resourceClicker.Load(pc.gameData.foresterResourceCost);

            resourceClicker = quarryClickerObject.GetComponent <BuildingClicker>();
            resourceClicker.Load(pc.gameData.quarryResourceCost);

            // satisfaction
            resourceClicker = cemeteryClickerObject.GetComponent <BuildingClicker>();
            resourceClicker.Load(pc.gameData.cemeteryResourceCost);

            satisfactionClicker = clinicClickerObject.GetComponent <BuildingClicker>();
            satisfactionClicker.Load(pc.gameData.clinicResourceCost);

            satisfactionClicker = tavernClickerObject.GetComponent <BuildingClicker>();
            satisfactionClicker.Load(pc.gameData.tavernResourceCost);

            OnLoadComplete?.Invoke();
        }