internal void Show(DynamicSlots slots, bool isReservedSlot) { var dataManager = UnityGameInstance.BattleTechGame.DataManager; var id = slots.Def.Description.Id; var type = slots.Def.ComponentType; var @ref = new MechComponentRef(id, null, type, ChassisLocations.None) { DataManager = dataManager }; @ref.RefreshComponentDef(); element.SetData(@ref, ChassisLocations.None, dataManager, null); slots.ApplyTo(element, isReservedSlot); // support template elements larger 1 element.ClearSpacers(); element.thisRectTransform.sizeDelta = new Vector2(element.thisRectTransform.sizeDelta.x, 32f); if (isReservedSlot) { ResetSolidBorder(); } else { HideSolidBorder(); } gameObject.SetActive(true); element.SetDraggable(false); }
internal BuildingsView(string name, SettlementView settlementView, string textureAtlas) : base(name) { _gameConfigCache = CallContext <GameConfigCache> .GetData("GameConfigCache"); Size = new PointI(515, 450); _settlementView = settlementView; _slots = new DynamicSlots("slots", $"{textureAtlas}.slot", new PointI(515, 450), 10, 13, 10.0f); }