public void ClearInnerData() { attackClicked = 0; defenceClicked = 0; producingClicked = 0; currentBonusSelected = ""; currFactoryNum = -1; currFactory = null; for (int i = 0; i < attackElems.Count; ++i) { Destroy(attackElems[i].gameObject); } for (int i = 0; i < defenceElems.Count; ++i) { Destroy(defenceElems[i].gameObject); } for (int i = 0; i < produceElems.Count; ++i) { Destroy(produceElems[i].gameObject); } attackElems.Clear(); defenceElems.Clear(); produceElems.Clear(); updateTime = 0.0f; }
public void StaticUpdate(int buildNum) { ClearInnerData(); currFactory = ResourceController.instance.currentModsBuildings.Find(x => x.buildNum == buildNum); currFactoryNum = buildNum; currentBonusSelected = currFactory.attackBonuses[0].getBonusName; // attack bonuses for (int i = 0; i < currFactory.attackBonuses.Count; ++i) { AttackMods obj = Instantiate(aMods); obj.gameObject.SetActive(true); obj.transform.SetParent(aParent); obj.SetData(currFactory.attackBonuses[i].getBonusSprite, currFactory.attackBonuses[i].getBonusName, i); attackElems.Add(obj); } // defence bonuses for (int i = 0; i < currFactory.defenceBonuses.Count; ++i) { DefenceMods obj = Instantiate(dMods); obj.gameObject.SetActive(true); obj.transform.SetParent(dParent); obj.SetData(currFactory.defenceBonuses[i].getBonusSprite, currFactory.defenceBonuses[i].getBonusName, i); defenceElems.Add(obj); } for (int i = 0; i < currFactory.producingBonuses.Count; ++i) { ProducingMods obj = Instantiate(pMods); obj.gameObject.SetActive(true); obj.transform.SetParent(pParent); obj.SetData(currFactory.producingBonuses[i].prodBonus.getBonusSprite, currFactory.producingBonuses[i].prodBonus.getBonusName, i); produceElems.Add(obj); } }
public void SetCurrentBuilding(int buildNum) { currFactory = ResourceController.instance.currentModsBuildings.Find(x => x.buildNum == buildNum); currFactoryNum = buildNum; }