public void Visit() { CreatePlanets(); GalaxyController.RemoveVisistable(this); //Remove this from visitable things. PlanetarySystemController.SetPlanetarySystem(this); //Set the current planetary system. GameUIController.CreatePlanetarySystemScreen(); //Create the UI. }
public GalaxyController() { graph = new UndirectedGraph <Node, Starlane>(false, (edge, source, target) => { return(edge.Source == target && edge.Target == source); }); galaxyController = this; galaxy = new Galaxy(); galaxy.nodeTypes = new List <Node>(); //Galaxy.SaveXML(galaxy); //galaxy.nodeTypes = new List<Node>(); }
private void Awake() { galaxyPlaceholder = this.transform; displayedNodes = new Dictionary <GameObject, Node>(); displayedStarlanes = new Dictionary <GameObject, Starlane>(); galaxy = new GalaxyController(); galaxy.LoadXML(); galaxy.Generate(); displayGalaxy = this; }
public void Load_PlanetarySystems() { PlanetarySystem[] systems = new PlanetarySystem[PlanetarySystemIds.Length]; for (int i = 0; i < systems.Length; i++) { systems[i] = new PlanetarySystem(DataController.LoadData <PlanetarySystemData>(PlanetarySystemIds[i], DataFileType.PlanetarySystems)); } GalaxyController.AddVisitables(systems); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { base.Initialize(); DataController.Initialize(); SaveFileController.Initialize(); GameTipsController.Initialize(); AudioController.Initialize(); ShipyardController.Initialize(); GalaxyController.Initialize(); AudioController.PlayBackgroundSong("void"); GameUIController.Initialize(); GameUIController.CreateLoadingScreen(); LoadGame(); }
private void Awake() { GameModel.Set(new GameDebug()); IsDebug.Subscribe(_ => GameModel.Get <GameDebug>().isActive = _); _gameControllers = new List <IGameInit>(); _player = AddController <PlayerController>(); _galaxy = AddController <GalaxyController>(); _star = AddController <StarController>(); _planet = AddController <PlanetController>(); _life = AddController <LifeController>(); AddController <UnitPaymentService>(); AddController <UnitFactory>(); AddController <UnitController>(); AddController <SkillController>(); AddController <SkillPaymentService>(); AddController <CompoundController>(); AddController <CompoundPaymentService>(); //AddController<BuildingController>(); //AddController<BuildingPaymentService>(); AddController <HexUpdateCommand>(); AddController <HexScoreUpdateCommand>(); AddController <PlanetGenerateCommand>(); AddController <PlanetPropsUpdateCommand>(); AddController <UnitDefenseUpdateCommand>(); AddController <SkillCommand>(); AddController <UnitEquipCommand>(); AddController <UnitUseCompoundCommand>(); AddController <LiveSkill>(); AddController <MoveSkill>(); AddController <CloneSkill>(); AddController <MineSkill>(); for (int i = 0; i < _gameControllers.Count; i++) { _gameControllers[i].Init(); } }
public void Use() { Inventory.RemoveItem(this); GalaxyController.AddVisitable(new PlanetarySystem(DataController.LoadData <PlanetarySystemData>(data.PlanetarySystemId, DataFileType.PlanetarySystems))); }