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);
            }
Example #2
0
        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);
        }