public MainWindow() { InitializeComponent(); boxPanelRoot = new BoxPanel(); LayoutRoot.Children.Add(boxPanelRoot); this.Loaded += (_, __) => PopulateBoxPanel(); }
public void instantiatePool(int numsOfBoxes) { for (int i = 0; i < numsOfBoxes; i++) { //Instatiate Boxpanel GameObject boxPanelGameObject = Instantiate(boxPanelPrefab, boxPanels); GameObject currentBoxGameObject = Instantiate(boxPrefab); ProductBox productBox = currentBoxGameObject.GetComponent <ProductBox>(); BoxPanel boxPanel = boxPanelGameObject.GetComponent <BoxPanel>(); productBox.boxPanel = boxPanel; boxesPool.Add(productBox); int randomIndex = Random.Range(0, processTypeSequences.Count); while (processTypeSequences[randomIndex].Length > maxProcessesPerBox) { randomIndex = Random.Range(0, processTypeSequences.Count); } productBox.processes.Add(GameConstants.StationType.CInspection); //Instantiate(productionIconsPrefab, boxPanelGameObject.GetComponent<BoxPanel>().productionIconsTransform.transform); for (int seqIndex = 0; seqIndex < processTypeSequences[randomIndex].Length; seqIndex++) { switch (processTypeSequences[randomIndex][seqIndex]) { case 'L': productBox.processes.Add(lightProcessToBeRandomize[Random.Range(0, lightProcessToBeRandomize.Count)]); break; case 'H': productBox.processes.Add(heavyProcessToBeRandomize[Random.Range(0, heavyProcessToBeRandomize.Count)]); break; default: break; } // Instantiate(prefabIcon, transform) with parent as boxpanel; GameObject productionIcon = Instantiate(productionIconsPrefab, boxPanel.productionIconsTransform.transform); boxPanel.productionIcons.Add(productionIcon.GetComponent <Image>()); } productBox.processes.Add(GameConstants.StationType.CPolishing); GameObject polishingProductionIcon = Instantiate(productionIconsPrefab, boxPanelGameObject.GetComponent <BoxPanel>().productionIconsTransform.transform); boxPanel.productionIcons.Add(polishingProductionIcon.GetComponent <Image>()); } }
public void AddChildPanel(BoxPanel child) { bottomPanel.Children.Add(child); AdjustBottomPanel(); }