Example #1
0
        public void Generate(MapAsset asset)
        {
            // Object
            GameObject sabRoomObj = new GameObject(asset.name);

            sabRoomObj.transform.localScale = new Vector3(0.8f, 0.8f, 1.0f);
            sabRoomObj.transform.SetParent(overlayObj.transform);
            sabRoomObj.transform.localPosition = new Vector3(0, 0, -25.0f);

            // MapRoom
            MapRoom sabMapRoom = sabRoomObj.AddComponent <MapRoom>();

            sabMapRoom.room   = ShipRoomBuilder.db[asset.id];
            sabMapRoom.Parent = overlay;
            overlay.rooms     = AssetHelper.AddToArr(overlay.rooms, sabMapRoom);

            sabDb.Add(sabMapRoom.room, sabMapRoom);
        }
        public void Generate(MapAsset asset)
        {
            // Object
            GameObject counterObj = new GameObject(asset.name);

            counterObj.transform.SetParent(countObj.transform);
            counterObj.transform.localPosition = new Vector3(
                asset.x * MinimapGenerator.MAP_SCALE * 1.333f,
                (-asset.y * MinimapGenerator.MAP_SCALE) * 1.333f - 0.25f,
                -25.0f
                );

            // Counter Area
            CounterArea counterArea = counterObj.AddComponent <CounterArea>();

            counterArea.RoomType = ShipRoomBuilder.db[asset.id];
            counterArea.MaxWidth = 5;
            counterArea.XOffset  = 0.3f;
            counterArea.YOffset  = 0.3f;
            counterArea.pool     = countObj.GetComponent <ObjectPoolBehavior>();
            count.CountAreas     = AssetHelper.AddToArr(count.CountAreas, counterArea);
        }
Example #3
0
        private MapRoom GetRoom(SystemTypes sys)
        {
            if (sabDb.ContainsKey(sys))
            {
                return(sabDb[sys]);
            }

            // GameObject
            GameObject sabRoomObj = new GameObject(sys.ToString());

            sabRoomObj.transform.localScale = new Vector3(0.8f, 0.8f, 1.0f);
            sabRoomObj.transform.SetParent(overlayObj.transform);
            sabRoomObj.transform.localPosition = new Vector3(0, 0, -25.0f);

            // Map Room
            MapRoom sabMapRoom = sabRoomObj.AddComponent <MapRoom>();

            sabMapRoom.room   = sys;
            sabMapRoom.Parent = overlay;
            overlay.rooms     = AssetHelper.AddToArr(overlay.rooms, sabMapRoom);

            sabDb.Add(sabMapRoom.room, sabMapRoom);
            return(sabMapRoom);
        }
Example #4
0
        private void DrawSabotage(MapAsset asset)
        {
            if (!SabBuilder.SAB_SYSTEMS.ContainsKey(asset.type))
            {
                return;
            }
            if (addedIds.Contains(asset.id))
            {
                return;
            }
            addedIds.Add(asset.id);

            // System
            SystemTypes sys     = SabBuilder.SAB_SYSTEMS[asset.type];
            MapRoom     mapRoom = GetRoom(sys);

            // GameObject
            GameObject button = new GameObject(asset.name);

            button.transform.SetParent(mapRoom.gameObject.transform);
            button.transform.localPosition = new Vector3(asset.x * MinimapGenerator.MAP_SCALE * 1.25f, -asset.y * MinimapGenerator.MAP_SCALE * 1.25f, -25.0f);

            // Sprite Renderer
            SpriteRenderer spriteRenderer = button.AddComponent <SpriteRenderer>();

            spriteRenderer.material = commsBackup.GetComponent <SpriteRenderer>().material;
            button.layer            = (int)Layer.UI;
            mapRoom.special         = spriteRenderer;

            // Collider
            CircleCollider2D colliderClone = commsBackup.GetComponent <CircleCollider2D>();
            CircleCollider2D collider      = button.AddComponent <CircleCollider2D>();

            collider.radius    = colliderClone.radius;
            collider.offset    = colliderClone.offset;
            collider.isTrigger = true;

            // Sabotage Type
            ButtonBehavior behaviour;

            switch (asset.type)
            {
            case "sab-electric":
                spriteRenderer.sprite = lightsBackup.GetComponent <SpriteRenderer>().sprite;
                behaviour             = lightsBackup.GetComponent <ButtonBehavior>();
                break;

            case "sab-reactorleft":
                spriteRenderer.sprite = reactorBackup.GetComponent <SpriteRenderer>().sprite;
                behaviour             = reactorBackup.GetComponent <ButtonBehavior>();
                break;

            case "sab-comms":
                spriteRenderer.sprite = commsBackup.GetComponent <SpriteRenderer>().sprite;
                behaviour             = commsBackup.GetComponent <ButtonBehavior>();
                break;

            case "sab-doors":
                spriteRenderer.sprite = doorsBackup.gameObject.GetComponent <SpriteRenderer>().sprite;
                behaviour             = doorsBackup.GetComponent <ButtonBehavior>();
                break;

            default:
                return;
            }

            // Button Behaviour
            ButtonBehavior btnBehaviour = button.AddComponent <ButtonBehavior>();

            btnBehaviour.OnClick = behaviour.OnClick;
            btnBehaviour.OnClick.m_PersistentCalls.m_Calls[0].m_Target = mapRoom;
            btnBehaviour.colliders    = new UnhollowerBaseLib.Il2CppReferenceArray <Collider2D>(1);
            btnBehaviour.colliders[0] = collider;

            overlay.allButtons = AssetHelper.AddToArr(overlay.allButtons, btnBehaviour);
        }