Example #1
0
    public void InitializeBuildPhase(EntityBlueprint blueprint, EntityBlueprint.PartInfo currentPart, DroneSpawnData data)
    {
        searcherString   = "";
        displayingTypes  = new bool[] { true, false, true, true, true };
        this.currentData = data;
        this.currentPart = currentPart;
        selectionPhaseParent.SetActive(false);
        buildPhaseParent.SetActive(true);
        LoadBlueprint(blueprint, data);

        builderPartDict = new Dictionary <EntityBlueprint.PartInfo, ShipBuilderInventoryScript>();
        contentsArray   = new Transform[] { smallBuilderContents, mediumBuilderContents, largeBuilderContents };
        contentTexts    = new GameObject[] { smallBuilderText, mediumBuilderText, largeBuilderText };
        foreach (GameObject obj in contentTexts)
        {
            obj.SetActive(false);
        }

        foreach (EntityBlueprint.PartInfo part in player.GetInventory())
        {
            if (part.abilityID != 10 && ResourceManager.GetAsset <PartBlueprint>(part.partID).size == 0)
            {
                AddPart(part);
            }
        }

        GetComponentInChildren <ShipBuilderPartDisplay>().Initialize(this);
        phase = DroneWorkshopPhase.BuildPhase;

        cursorScript.gameObject.SetActive(true);
        cursorScript.SetMode(BuilderMode.Workshop);
    }
Example #2
0
    public void InitializeSelectionPhase()
    {
        searcherString = "";
        selectionPhaseParent.SetActive(true);
        buildPhaseParent.SetActive(false);
        //initialize window on screen
        if (initialized)
        {
            CloseUI(false);                     // prevent initializing twice by closing UI if already initialized
        }
        initialized = true;
        Activate();
        cursorScript.gameObject.SetActive(false);
        cursorScript.SetBuilder(this);

        contentsArray = new Transform[] { smallContents, mediumContents, largeContents };
        contentTexts  = new GameObject[] { smallText, mediumText, largeText };
        foreach (GameObject obj in contentTexts)
        {
            obj.SetActive(false);
        }

        GetComponentInChildren <ShipBuilderPartDisplay>().Initialize(this);
        player.SetIsInteracting(true);
        partDict = new Dictionary <DWInventoryButton, EntityBlueprint.PartInfo>();

        // hide the buttons and yard tips if interacting with a trader

        List <EntityBlueprint.PartInfo> parts = player.GetInventory();

        if (parts != null)
        {
            for (int i = 0; i < parts.Count; i++)
            {
                parts[i] = ShipBuilder.CullSpatialValues(parts[i]);
            }
        }

        foreach (EntityBlueprint.PartInfo part in parts)
        {
            if (part.abilityID == 10)
            {
                AddDronePart(part);
            }
        }
        foreach (EntityBlueprint.PartInfo part in player.blueprint.parts)
        {
            if (part.abilityID == 10)
            {
                AddDronePart(part);
            }
        }

        var partsToAdd = new List <ShellPart>();

        foreach (Entity ent in player.GetUnitsCommanding())
        {
            if (!((ent as Drone) && ent.GetComponentInChildren <TractorBeam>()))
            {
                continue;
            }
            var target = ent.GetComponentInChildren <TractorBeam>().GetTractorTarget();
            if (target && target.GetComponent <ShellPart>())
            {
                partsToAdd.Add(target.GetComponent <ShellPart>());
            }
        }

        if (player.GetTractorTarget() && player.GetTractorTarget().GetComponent <ShellPart>())
        {
            partsToAdd.Add(player.GetTractorTarget().GetComponent <ShellPart>());
        }

        foreach (ShellPart part in partsToAdd)
        {
            var info = part.info;
            info = ShipBuilder.CullSpatialValues(info);
            if (info.abilityID == 10)
            {
                int size   = ResourceManager.GetAsset <PartBlueprint>(info.partID).size;
                var button = Instantiate(displayButtonPrefab, contentsArray[size]).GetComponent <DWInventoryButton>();
                button.handler  = selectionDisplay;
                button.workshop = this;
                contentTexts[size].SetActive(true);
                button.part = info;
                partDict.Add(button, info);
            }
            player.cursave.partInventory.Add(info);
            Destroy(part.gameObject);
        }
        phase = DroneWorkshopPhase.SelectionPhase;
        // activate windows
        gameObject.SetActive(true);
    }