private void UpdateMesh(BuildingBlueprint plannedBlueprint) { if (!this.filter) { return; } if (!this.meshRenderer) { return; } GameObject gObj = PrefabLoader.GetPrefab <GameObject>(plannedBlueprint.PrefabPath); if (gObj == null) { logger.Log("Unable to load prefab " + plannedBlueprint.PrefabPath, LogLevel.Warning); return; } MeshFilter filter = Helpers.GetComponent <MeshFilter>(gObj, logger); if (!filter) { return; } this.filter.mesh = filter.sharedMesh; MeshRenderer renderer = Helpers.GetComponent <MeshRenderer>(gObj, logger); if (!renderer) { return; } this.meshRenderer.material = renderer.sharedMaterial; }
private void OnFindBuildPosition(Vector2 pos) { BuildingBlueprint building = registry.BuildingRegistry[selectedBuilding]; Instantiate(building, blueprintTransform.transform.position, Quaternion.identity).Initialize(); StopBuildMode(); }
private Dictionary <ResourceType, Dictionary <ResourceType, int> > allHiddenRequirementsCache; // To cache old work public HiddenRequirement() { this.allRequirements = new Dictionary <ResourceType, BuildingRequirements>(); this.allHiddenRequirementsCache = new Dictionary <ResourceType, Dictionary <ResourceType, int> >(); foreach (KeyValuePair <BuildingType, BuildingBlueprint> kvp in BuildingFactory.allBluePrints) { // Go through all the buildings BuildingType bt = kvp.Key; BuildingBlueprint bluePrint = kvp.Value; foreach (IResourceProducer buildingOutput in bluePrint.outputResourceProduction) { // Consider every output to this building ResourceType outputResourceType = buildingOutput.targetResource(); if (!allRequirements.ContainsKey(outputResourceType)) { allRequirements[outputResourceType] = new BuildingRequirements(); } // the inputs to this building are a "hidden" extra requirement to the outputs so count them allRequirements[outputResourceType].merge(bluePrint.inputResourceCosts); } } }
public void AddCompletedBuildingToPanel(BuildingBlueprint completedBuilding) { GameObject completedBuildingItem = Instantiate(CompletedBuildingItemPrefab); completedBuildingItem.GetComponent <CompletedBuildingItem>().SetBuilding(completedBuilding); completedBuildingItem.transform.SetParent(buildingsPanel.transform); }
static void LoadBuildingBlueprints() { // Maybe from an XML file? BuildingBlueprint bb; int id = 0; bb = new BuildingBlueprint( id, "Barracks" ); buildings.Add(id++, bb); bb = new BuildingBlueprint( id, "Granary" ); buildings.Add(id++, bb); bb = new BuildingBlueprint( id, "Monument" ); buildings.Add(id++, bb); bb = new BuildingBlueprint( id, "Library" ); buildings.Add(id++, bb); }
void OnMouseExit() { Debug.Log("Exit"); if (IsPointerOverUIObject()) { Debug.Log("OPINTUI"); return; } if (Input.touchCount > 0) { touchPosWorld = Camera.main.ScreenToWorldPoint(Input.GetTouch(0).position); Vector2 touchPosWorld2D = new Vector2(touchPosWorld.x, touchPosWorld.y); RaycastHit2D hitInformation = Physics2D.Raycast(touchPosWorld2D, Camera.main.transform.forward); if (hitInformation.collider != null) { Debug.Log(hitInformation.collider.name); if (hitInformation.collider.name == "Obstacle" | hitInformation.collider.tag == "Building" | hitInformation.collider.tag == "Tree") { return; } } } // if(buildingmanager.GetPositionError() & Building != null) // return; if (TempBuilding != null) { Debug.Log("---------------------------------------"); Destroy(TempBuilding); } if (PreBuilding != null) { Debug.Log("Destroy" + PreBuilding.name); Destroy(PreBuilding); } if (Building != null & BuildingManager.isEditMode) { Debug.Log("================"); if (BuildingBlueprint == buildingmanager.GetBuilding()) { Debug.Log("-------------"); if (isNowPointNode) { BuildingBlueprint = null; Destroy(Building); Debug.Log("Reset" + Building.name); isNowPointNode = false; } } } // Debug.Log("!!!"); }
public void SelectBuild(BuildingBase building) { if (instantiatedBlueprint) { instantiatedBlueprint.DestroySelf(); } instantiatedBlueprint = Instantiate(blueprintPrefab); instantiatedBlueprint.SetupBlueprint(building); }
public static BuildingSite InstantiateNew(BuildingBlueprint blueprint) { GameObject prefab = PrefabLoader.GetPrefab <GameObject>(prefabPath); GameObject gObj = Instantiate(prefab) as GameObject; BuildingSite site = gObj.GetComponent <BuildingSite>(); site.data.blueprint = blueprint; return(site); }
public override void OnStart() { builder = baseModule.GetModule <BuilderModule>(ModuleID.Builder); if (builder != null) { Blueprint = builder.TargetBlueprint; abortTrigger.Value = !builder.TryStartProcess(OnCompleteCallback); complete = false; } }
// Create levels from the floor plan. public static List <Mesh> CreateBuilding(BuildingBlueprint floorPlan) { List <Mesh> levels = new List <Mesh>(); foreach (BuildingBlueprint.Level levelPlan in floorPlan._levels) { Mesh level = CreateLevelMesh(levelPlan); levels.Add(level); } return(levels); }
public void SelectNode(Node node) { if (selectedNode == node) { DeselectNode(); return; } selectedNode = node; newBuilding = null; nodeUi.SetTarget(node); }
public void UpdateCompletedBuildings() { ClearCompletedBuildingsPanel(); List <int> completedBuildingIDs = currentCity.GetCompletedBuildings(); foreach (int id in completedBuildingIDs) { BuildingBlueprint building = BuildingDatabase.GetBuildingByID(id); if (building != null) { AddCompletedBuildingToPanel(building); } } }
public void OnClick() { //todo - get current city production if (thisBuildingJob == null) { BuildingJob buildingJob = null; if (BuildingBlueprint != null) { buildingJob = new BuildingJob( BuildingBlueprint.name, BuildingBlueprint.productionCost, 0, () => { BuildingBlueprint.OnBuildingComplete(MyCity); Destroy(gameObject); }, null ); } else if (UnitBlueprint != null) { buildingJob = new BuildingJob( UnitBlueprint.name, UnitBlueprint.productionCost, 0, () => { UnitBlueprint.OnUnitComplete(MyCity); MyCityScreen.RemoveCompletedUnitFromInProgress(UnitBlueprint, MyCity); }, null ); } thisBuildingJob = buildingJob; } MyCity.SetCurrentBuildingJob(thisBuildingJob); if (MyCityScreen) { MyCityScreen.UpdateCurrentProductionText(); } }
public void Initialize(BuildMenuUI menuUI, BuildingBlueprint blueprint, int id) { selected = false; CloseTooltip(); buildingID = id; this.menuUI = menuUI; if (button == null) { button = GetComponent <Button>(); } buildingNameText.text = blueprint.buildingName; descriptionText.text = blueprint.description; costText.text = blueprint.costString; button.onClick.RemoveAllListeners(); button.onClick.AddListener(() => { menuUI.SelectBuildingToBuild(this, buildingID); }); }
static void LoadBuildingBlueprints() { //could possibly load from xml file BuildingBlueprint bb; BuildingYieldChange yield; int id = 0; //culture test bb = new BuildingBlueprint(id, "Monument"); yield = new BuildingYieldChange(BuildingYieldChange.YieldType.YIELD_CULTURE, 2); bb.AddYieldChange(yield); buildings.Add(id++, bb); //food test bb = new BuildingBlueprint(id, "Granary"); yield = new BuildingYieldChange(BuildingYieldChange.YieldType.YIELD_FOOD, 2); bb.AddYieldChange(yield); buildings.Add(id++, bb); //gold test bb = new BuildingBlueprint(id, "Market"); yield = new BuildingYieldChange(BuildingYieldChange.YieldType.YIELD_GOLD, 2); bb.AddYieldChange(yield); yield = new BuildingYieldChange(BuildingYieldChange.YieldType.YIELD_GOLD_PERCENT, .50f); bb.AddYieldChange(yield); buildings.Add(id++, bb); //science test bb = new BuildingBlueprint(id, "Library"); yield = new BuildingYieldChange(BuildingYieldChange.YieldType.YIELD_SCIENCE, 2); bb.AddYieldChange(yield); buildings.Add(id++, bb); //production test bb = new BuildingBlueprint(id, "Workshop"); yield = new BuildingYieldChange(BuildingYieldChange.YieldType.YIELD_PRODUCTION, 2); bb.AddYieldChange(yield); buildings.Add(id++, bb); }
void SetBuildNodeInfo(GameObject B, BuildingBlueprint Bluepirnt) { Building BuildScript = B.GetComponent <Building>(); int flip = 0; if (B.GetComponent <SpriteRenderer>().flipX) { flip = 1; } else if (B.name == "Canoe(Clone)") { BuildScript.Foundations[0].transform.position = BuildScript.CanoeNoFlipFoundationPosition.transform.position; } Node.SetActive(true); foreach (GameObject Foundation in BuildScript.Foundations) { Collider2D[] colliders2 = Physics2D.OverlapCircleAll(Foundation.transform.position, 1); foreach (Collider2D collider in colliders2) { if (collider.tag == "BuildNode") { BuildNode Node = collider.GetComponent <BuildNode>(); BuildScript.SetNode(Node); Node.Building = B; Node.BuildingBlueprint = Bluepirnt; Node.SetOriginInfo(B.transform.position, Bluepirnt, flip); } } } Node.SetActive(false); }
public void Build(BuildingBlueprint buildingBlueprint) { this.buildingBlueprint = buildingBlueprint; building = (GameObject)Instantiate(buildingBlueprint.prefab, GetBuildPosition(), Quaternion.identity); }
public void SelectBuildingToBuild(BuildingBlueprint building) { newBuilding = building; DeselectNode(); }
public void SetBuilding(BuildingBlueprint newBuilding) { this.myBuilding = newBuilding; nameText.text = newBuilding.name; }
// Use this for initialization void Start() { newBuilding = null; }
public static IRequest Request(GameState game, BuildingBlueprint blueprint, PositionedFootprint footprint) => new Implementation(game, blueprint, footprint);
public BlueprintIdPair(int id, BuildingBlueprint blueprint) { this.id = id; this.blueprint = blueprint; }
public Implementation(GameState game, BuildingBlueprint blueprint, PositionedFootprint footprint) { this.game = game; this.blueprint = blueprint; this.footprint = footprint; }
public static IEntity CreateBuilding(int x, int y, BuildingBlueprint blueprint, NamelessGame namelessGame, IWorldProvider worldProvider, InternalRandom random) { IEntity building = new Entity(); building.AddComponent(new Description("", "")); building.AddComponent(new Position(x, y)); Building buildingComponent = new Building(); for (int i = 0; i < blueprint.Matrix.Length; i++) { for (int j = 0; j < blueprint.Matrix[i].Length; j++) { var tile = worldProvider.GetTile(x + j, y + i); tile.Terrain = TerrainTypes.Road; tile.Biome = Biomes.None; var bluepringCell = blueprint.Matrix[i][j]; switch (bluepringCell) { case BlueprintCell.Wall: { AddToTileAndGame(tile, TerrainFurnitureFactory.WallEntity, namelessGame); break; } case BlueprintCell.Door: { IEntity door = CreateDoor(x + j, y + i); buildingComponent.getBuildingParts().Add(door); AddToTileAndGame(tile, door, namelessGame); break; } case BlueprintCell.Window: { AddToTileAndGame(tile, TerrainFurnitureFactory.WindowEntity, namelessGame); break; } case BlueprintCell.Bed: { AddToTileAndGame(tile, TerrainFurnitureFactory.BedEntity, namelessGame); break; } case BlueprintCell.IndoorsFurniture: { AddToTileAndGame(tile, TerrainFurnitureFactory.BedEntity, namelessGame); break; } } } } { //BSPTree tree = new BSPTree(new Rectangle(x,y,width,height)); //tree.Split(random,3); //{ // BSPTree child = tree.ChildA; // for (int i = 0; i < child.Bounds.Width; i++) // { // for (int j = 0; j < child.Bounds.Height; j++) // { // var tile = worldProvider.GetTile(child.Bounds.X + i, child.Bounds.Y + j); // tile.Terrain = TerrainLibrary.Terrains[TerrainTypes.Road]; // tile.Biome = BiomesLibrary.Biomes[Biomes.None]; // if (i == 0 || j == 0 || i == child.Bounds.Width - 1 || j == child.Bounds.Height - 1) // { // if (i == child.Bounds.Width / 2) // { // IEntity door = CreateDoor(child.Bounds.X + i, child.Bounds.Y + j); // buildingComponent.getBuildingParts().Add(door); // namelessGame.GetEntities().Add(door); // tile.getEntitiesOnTile().Add((Entity)door); // } // else // { // tile.getEntitiesOnTile().Add(TerrainFurnitureFactory.WallEntity); // } // } // } // } //} //{ // BSPTree child = tree.ChildB; // for (int i = 0; i < child.Bounds.Width; i++) // { // for (int j = 0; j < child.Bounds.Height; j++) // { // var tile = worldProvider.GetTile(child.Bounds.X + i, child.Bounds.Y + j); // tile.Terrain = TerrainLibrary.Terrains[TerrainTypes.Road]; // tile.Biome = BiomesLibrary.Biomes[Biomes.None]; // if (i == 0 || j == 0 || i == child.Bounds.Width - 1 || j == child.Bounds.Height - 1) // { // if (i == child.Bounds.Width / 2) // { // IEntity door = CreateDoor(child.Bounds.X + i, child.Bounds.Y + j); // buildingComponent.getBuildingParts().Add(door); // namelessGame.GetEntities().Add(door); // tile.getEntitiesOnTile().Add((Entity)door); // } // else // { // tile.getEntitiesOnTile().Add(TerrainFurnitureFactory.WallEntity); // } // } // } // } //} } building.AddComponent(buildingComponent); return building; }
void BuildMemory() { if (!isReadyToUpdate) { return; } /* if(buildingData.CanInsFireCamp == 1) * { * FireCampUI.BuildingCanvas.SetActive(false); * FireCampUI.BuildingUpgradedCanvas.SetActive(true); * FireIllustrationBlock.SetActive(false); * if(buildingData.FireCampUnlock == 1) * FireCampToInstantiate = FireCampUI.BuildingPrefab; * else * { * FireCampUI.BuildingBlock.SetActive(true); * FireCampToInstantiate = FireCampUI.BuildingUpgradedPrefab; * } * Vector3 Fposition = new Vector3(buildingData.FirecampPosX,buildingData.FirecampPosY,buildingData.FirecampPosZ); * GameObject B = Instantiate(FireCampToInstantiate,Fposition,Quaternion.identity); * if(buildingData.FireCampFlip == 1) * B.GetComponent<SpriteRenderer>().flipX = true; * SetBuildNodeInfo(B,Fposition,FireCampUI.Blueprint); * FireCampInsed = true; * } * buildingData.CanInsFireCamp = 0;*/ if (FireCampLevel1 & !FireCampInsed) { IM.UnlockFireIllustration(); FireCampUI.BuildingCanvas.SetActive(false); FireCampUI.BuildingUpgradedCanvas.SetActive(true); GameObject B = Instantiate(FireCampToInstantiate, Fposition, Quaternion.identity); B.GetComponent <Building>().AssignBuildingManager(buildingmanager); if (FFlip) { B.GetComponent <SpriteRenderer>().flipX = true; } SetBuildNodeInfo(B, FireCampUI.Blueprint); FireCampInsed = true; } else if (FireCampLevel2 & !FireCampInsed) { IM.UnlockLavaIllustration(); FireCampUI.BuildingCanvas.SetActive(false); FireCampUI.BuildingUpgradedCanvas.SetActive(false); FireCampUI.BuildingBlock.SetActive(true); GameObject B = Instantiate(FireCampToInstantiate, Fposition, Quaternion.identity); B.GetComponent <Building>().AssignBuildingManager(buildingmanager); if (FFlip) { B.GetComponent <SpriteRenderer>().flipX = true; } SetBuildNodeInfo(B, FireCampUI.UpBlueprint); FireCampInsed = true; } if (IceHouseLevel1 & !IceHouseInsed) { IM.UnlockIceIllustration(); IceHouseUI.BuildingCanvas.SetActive(false); IceHouseUI.BuildingUpgradedCanvas.SetActive(true); GameObject B = Instantiate(IceHouseToInstantiate, Iposition, Quaternion.identity); B.GetComponent <Building>().AssignBuildingManager(buildingmanager); if (IFlip) { B.GetComponent <SpriteRenderer>().flipX = true; } SetBuildNodeInfo(B, IceHouseUI.Blueprint); IceHouseInsed = true; } else if (IceHouseLevel2 & !IceHouseInsed) { IM.UnlockSnowIllustration(); IceHouseUI.BuildingCanvas.SetActive(false); IceHouseUI.BuildingUpgradedCanvas.SetActive(false); IceHouseUI.BuildingBlock.SetActive(true); GameObject B = Instantiate(IceHouseToInstantiate, Iposition, Quaternion.identity); B.GetComponent <Building>().AssignBuildingManager(buildingmanager); if (IFlip) { B.GetComponent <SpriteRenderer>().flipX = true; } SetBuildNodeInfo(B, IceHouseUI.UpBlueprint); IceHouseInsed = true; } if (HolyChurchLevel1 & !HolyChurchInsed) { IM.UnlockHolyIllustration(); HolyChurchUI.BuildingCanvas.SetActive(false); HolyChurchUI.BuildingUpgradedCanvas.SetActive(true); GameObject B = Instantiate(HolyChurchToInstantiate, Hposition, Quaternion.identity); B.GetComponent <Building>().AssignBuildingManager(buildingmanager); if (HFlip) { B.GetComponent <SpriteRenderer>().flipX = true; } SetBuildNodeInfo(B, HolyChurchUI.Blueprint); HolyChurchInsed = true; } else if (HolyChurchLevel2 & !HolyChurchInsed) { IM.UnlockMoneyIllustration(); HolyChurchUI.BuildingCanvas.SetActive(false); HolyChurchUI.BuildingUpgradedCanvas.SetActive(false); HolyChurchUI.BuildingBlock.SetActive(true); GameObject B = Instantiate(HolyChurchToInstantiate, Hposition, Quaternion.identity); B.GetComponent <Building>().AssignBuildingManager(buildingmanager); if (IFlip) { B.GetComponent <SpriteRenderer>().flipX = true; } SetBuildNodeInfo(B, HolyChurchUI.UpBlueprint); HolyChurchInsed = true; } if (CaveUnlock & !CaveInsed) { GameObject B = Instantiate(Cave, Cposition, Quaternion.identity); CavePop.transform.position = B.transform.position + new Vector3(0, 5, 0); CavePop.transform.parent = B.transform; B.GetComponent <Building>().AssignBuildingManager(buildingmanager); if (CFlip) { B.GetComponent <SpriteRenderer>().flipX = true; } SetBuildNodeInfo(B, CaveBlueprint); CaveInsed = true; } if (WareHouseUnlock & !WareHouseInsed) { GameObject B = Instantiate(WareHouseBlueprint.Building, WareHouseposition, Quaternion.identity); WareHousePop.transform.position = B.transform.position + new Vector3(0, 5, 0); WareHousePop.transform.parent = B.transform; B.GetComponent <Building>().AssignBuildingManager(buildingmanager); if (WareHouseFlip) { B.GetComponent <SpriteRenderer>().flipX = true; } SetBuildNodeInfo(B, WareHouseBlueprint); WareHouseInsed = true; } if (CanoeUnlock & !CanoeInsed) { GameObject B = Instantiate(CanoeBlueprint.Building, Canoeposition, Quaternion.identity); CanoePop.transform.position = B.transform.position + new Vector3(0, 5, 0); CanoePop.transform.parent = B.transform; B.GetComponent <Building>().AssignBuildingManager(buildingmanager); if (CanoeFlip) { B.GetComponent <SpriteRenderer>().flipX = true; } else { B.GetComponent <SpriteRenderer>().flipX = false; } SetBuildNodeInfo(B, CanoeBlueprint); CanoeInsed = true; } if (HasTree & !TreeInsed) { for (int i = 0; i < TreeType.Count; i++) { if (TreeType[i] == "\"NormalTree\"") { TreeToIns = NormalTree; TreeBlueprint = NormalTreeBlueprint; } else if (TreeType[i] == "\"MintTree\"") { TreeToIns = MintTree; TreeBlueprint = MintTreeBlueprint; } else if (TreeType[i] == "\"PinkTree\"") { TreeToIns = PinkTree; TreeBlueprint = PinkTreebBlueprint; } else if (TreeType[i] == "\"GrapeTree\"") { TreeToIns = GrapeTree; TreeBlueprint = GrapeTreeBlueprint; } else if (TreeType[i] == "\"PuddingTree\"") { TreeToIns = PuddingTree; TreeBlueprint = PuddingTreeBlueprint; } else if (TreeType[i] == "\"TrebleTree\"") { TreeToIns = TrebleTree; TreeBlueprint = TrebleTreeBlueprint; } else if (TreeType[i] == "\"GreenTree\"") { TreeToIns = GreenTree; TreeBlueprint = GreenTreeBlueprint; } else if (TreeType[i] == "\"RustTree\"") { TreeToIns = RustTree; TreeBlueprint = RustTreeBlueprint; } else if (TreeType[i] == "\"RustForest\"") { TreeToIns = RustForest; TreeBlueprint = RustForestBlueprint; } else if (TreeType[i] == "\"Fir\"") { TreeToIns = Fir; TreeBlueprint = FirBlueprint; } else if (TreeType[i] == "\"LittleFirForest\"") { TreeToIns = LittleFirForest; TreeBlueprint = LittleFirForestBlueprint; } else if (TreeType[i] == "\"FirForest\"") { TreeToIns = FirForest; TreeBlueprint = FirForestBlueprint; } else if (TreeType[i] == "\"DreamForest\"") { TreeToIns = DreamForest; TreeBlueprint = DreamForestBlueprint; } else if (TreeType[i] == "\"LittleForest\"") { TreeToIns = LittleForest; TreeBlueprint = LittleForestBlueprint; } else if (TreeType[i] == "\"ChristmasTree\"") { TreeToIns = ChristmasTree; TreeBlueprint = ChristmasTreeBlueprint; } Vector3 TreePos = new Vector3(TreePosX[i], TreePosY[i], TreePosZ[i]); GameObject B = Instantiate(TreeToIns, TreePos, Quaternion.identity); Building BScript = B.GetComponent <Building>(); BScript.AssignBuildingManager(buildingmanager); BScript.SetTreeType(TreeBlueprint.Building.name); if (TreeFlip[i] == "1") { B.GetComponent <SpriteRenderer>().flipX = true; } B.name = TreeName[i]; Vector3 RayCastPos = TreePos; RayCastPos.y -= 5; SetBuildNodeInfo(B, TreeBlueprint); BScript.GetNode().SetOriginTreeName(TreeName[i]); } TreeInsed = true; } if (CanInsStoredBuildingButton & !StoredBuildingButtonInsed) { int SBuildingNum = 0; foreach (string name in StroedBuildingName) { GameObject Button = Instantiate(StoredBuildingButtonPrefab, LastButtonPosition, Quaternion.identity); Button.transform.parent = Parent.transform; Button.transform.localScale = new Vector3(1, 1, 1); Button.GetComponent <RectTransform>().anchoredPosition = new Vector2(-975 + (buildingmanager.GetStoredBuildingButtonsList().Count - 1) * 170, -12); buildingmanager.SetLastStoredPosition(LastButtonPosition); LastButtonPosition = Button.GetComponent <RectTransform>().anchoredPosition; // Button.transform.localPosition = LastButtonPosition; Vector3 temp = LastButtonPosition; temp.x += 170; LastButtonPosition = temp; StoredBuilding SB = Button.GetComponent <StoredBuilding>(); DM.UpdateButton(name, StoredBuildingNum[SBuildingNum]); SB.NumberText.text = StoredBuildingNum[SBuildingNum++].ToString(); SB.SetBM(buildingmanager); buildingmanager.AddStoredBuildingButtons(SB); SB.SetNumThisEdit(); if (name == "NormalTree") { SB.BuildingImg.sprite = NormalTree.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(NormalTree); SB.SetBlueprint(buildingmanager.NormalTree); } else if (name == "MintTree") { SB.BuildingImg.sprite = MintTree.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(MintTree); SB.SetBlueprint(buildingmanager.MintTree); } else if (name == "PinkTree") { SB.BuildingImg.sprite = PinkTree.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(PinkTree); SB.SetBlueprint(buildingmanager.PinkTree); } else if (name == "GrapeTree") { SB.BuildingImg.sprite = GrapeTree.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(GrapeTree); SB.SetBlueprint(buildingmanager.GrapeTree); } else if (name == "PuddingTree") { SB.BuildingImg.sprite = PuddingTree.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(PuddingTree); SB.SetBlueprint(buildingmanager.PuddingTree); } else if (name == "TrebleTree") { SB.BuildingImg.sprite = TrebleTree.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(TrebleTree); SB.SetBlueprint(buildingmanager.TrebleTree); } else if (name == "GreenTree") { SB.BuildingImg.sprite = GreenTree.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(GreenTree); SB.SetBlueprint(buildingmanager.GreenTree); } else if (name == "RustTree") { SB.BuildingImg.sprite = RustTree.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(RustTree); SB.SetBlueprint(buildingmanager.DeadTree); } else if (name == "RustForest") { SB.BuildingImg.sprite = RustForest.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(RustForest); SB.SetBlueprint(buildingmanager.DeadTreeFroest); } else if (name == "Fir") { SB.BuildingImg.sprite = Fir.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(Fir); SB.SetBlueprint(buildingmanager.Fir); } else if (name == "LittleFirForest") { SB.BuildingImg.sprite = LittleFirForest.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(LittleFirForest); SB.SetBlueprint(buildingmanager.LittleFir); } else if (name == "FirForest") { SB.BuildingImg.sprite = FirForest.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(FirForest); SB.SetBlueprint(buildingmanager.FirFroest); } else if (name == "DreamForest") { SB.BuildingImg.sprite = DreamForest.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(DreamForest); SB.SetBlueprint(buildingmanager.DreamFroest); } else if (name == "LittleForest") { SB.BuildingImg.sprite = LittleForest.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(LittleForest); SB.SetBlueprint(buildingmanager.LittleFroest); } else if (name == "ChristmasTree") { SB.BuildingImg.sprite = ChristmasTree.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(ChristmasTree); SB.SetBlueprint(buildingmanager.ChristmasTree); } SB.SetTreeType(); } StoredBuildingButtonInsed = true; } if (isFinishTutor == 0) { Tutor.gameObject.SetActive(true); if (isFinishEgg == 1) { Tutor.EggStart(); } else { Tutor.GoTutor(); } isFinishTutor = 2; } isReadyToUpdate = false; CancelInvoke(); Debug.Log("Start BM"); PMM.StartAttatchDB(); }
public void SetOriginInfo(Vector3 position, BuildingBlueprint B, int flip) { this.flip = flip; OriginPos = position; OriginBlueprint = B; }
public void SetBlueprint(BuildingBlueprint B) { Blueprint = B; }
public void SelectBuildingToBuild(BuildingBlueprint buildingBlueprint) { buildingToBuild = buildingBlueprint; }
public BuildingClickHandler(BuildingBlueprint blueprint) { this.blueprint = blueprint; }