public void FillWithMission(MissionBase m, MissionUI owner) { descText.text = m.GetMissionDesc(); rewardText.text = m.reward.ToString(); if (m.isComplete) { claimButton.gameObject.SetActive(true); progressText.gameObject.SetActive(false); background.color = completedColor; progressText.color = Color.white; descText.color = Color.white; rewardText.color = Color.white; claimButton.onClick.AddListener(delegate { owner.Claim(m); }); } else { claimButton.gameObject.SetActive(false); progressText.gameObject.SetActive(true); background.color = notCompletedColor; progressText.color = Color.black; descText.color = completedColor; progressText.text = ((int)m.progress) + " / " + ((int)m.max); } }
public void Initialize(MissionUI ui) { this.UI = ui; Controller.MortarHitEvent += new FightController.AttackEventHandler(Controller_MortarHitEvent); StartHit3(); // StartBeatIt(); }
public void Add(Mission mission) { var missionUI = Instantiate(this.MissionBar, this.transform).GetComponentInChildren <MissionUI>(); instantFinish.SetActive(true); missionUI.Initialize(mission); this.missionUIs.Add(missionUI); missionUI.AttachedMissionQueue = this; this.missionUI = missionUI; instantFinish.GetComponent <FinishButton>().missionUI = missionUI; }
void Start() { moveVec = new Vector3(0, 0, 0); initMoveSpeed = 10.0f; moveSpeed = initMoveSpeed; playerForward = Vector3.forward; rigidBody = GetComponent <Rigidbody>(); animator = transform.GetChild(1).GetComponent <Animator>(); missionUI = MissionPanel.GetComponent <MissionUI>(); StopOrResumeMove(true); }
public void FillWithMission(AchievementMissionBase m, MissionUI owner) { descText.text = m.GetMissionDesc(); rewardText.text = m.reward.ToString(); if (m.isComplete) { claimButton.gameObject.SetActive(true); if (!PlayerData.instance.koreanCheck) { claimButtonText.text = "CLAIM REWARD"; } else { claimButtonText.text = "보상 받기 !"; } progressText.gameObject.SetActive(false); background.color = completedColor; progressText.color = Color.white; descText.color = Color.white; rewardText.color = Color.white; claimButton.onClick.AddListener(delegate { owner.AchievementClaim(m); }); } else { claimButton.gameObject.SetActive(false); progressText.gameObject.SetActive(true); background.color = notCompletedColor; progressText.color = Color.black; descText.color = completedColor; progressText.text = ((int)m.progress) + " / " + ((int)m.max); } }
public void Initialize(MissionUI ui) { this.UI = ui; StartBeatIt(); }
public void Start() { m_ui = FindObjectOfType <MissionUI>(); m_animator.SetFloat("Speed", 1f); }
public static void DestroyMissionBar(MissionUI missionUI) { UnityEngine.Object.Destroy(missionUI.transform.parent.gameObject); }
void Awake() { Instance = this; CharacterIcon.gameObject.SetActive(false); }
public MonasteryCardGameMainView(IEventAggregator aggregator, TestOptions test, MonasteryCardGameVMData model ) { _aggregator = aggregator; _model = model; _aggregator.Subscribe(this); _deckGPile = new BaseDeckWPF <MonasteryCardInfo, ts, DeckOfCardsWPF <MonasteryCardInfo> >(); _discardGPile = new BasePileWPF <MonasteryCardInfo, ts, DeckOfCardsWPF <MonasteryCardInfo> >(); _score = new ScoreBoardWPF(); _playerHandWPF = new BaseHandWPF <MonasteryCardInfo, ts, DeckOfCardsWPF <MonasteryCardInfo> >(); _tempG = new TempRummySetsWPF <EnumSuitList, EnumColorList, MonasteryCardInfo, ts, DeckOfCardsWPF <MonasteryCardInfo> >(); _mainG = new MainRummySetsWPF <EnumSuitList, EnumColorList, MonasteryCardInfo, ts, DeckOfCardsWPF <MonasteryCardInfo>, RummySet, SavedSet>(); _missionWPF = new MissionUI(); StackPanel mainStack = new StackPanel(); ParentSingleUIContainer?restoreP = null; if (test.SaveOption == EnumTestSaveCategory.RestoreOnly) { restoreP = new ParentSingleUIContainer() { Name = nameof(MonasteryCardGameMainViewModel.RestoreScreen) }; } Grid finalGrid = new Grid(); AddLeftOverRow(finalGrid, 20); // has to be this way because of scoreboard. AddLeftOverRow(finalGrid, 80); mainStack.Children.Add(finalGrid); Grid firstGrid = new Grid(); AddLeftOverColumn(firstGrid, 40); // 50 was too much. if there is scrolling, i guess okay. AddAutoColumns(firstGrid, 1); // maybe 1 (well see) AddLeftOverColumn(firstGrid, 15); // for other details AddLeftOverColumn(firstGrid, 30); // for scoreboard _deckGPile.HorizontalAlignment = HorizontalAlignment.Left; _deckGPile.VerticalAlignment = VerticalAlignment.Top; _discardGPile.HorizontalAlignment = HorizontalAlignment.Left; _discardGPile.VerticalAlignment = VerticalAlignment.Top; StackPanel otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; otherStack.Children.Add(_deckGPile); otherStack.Children.Add(_discardGPile); // can reposition or not even have as well. AddControlToGrid(firstGrid, otherStack, 0, 1); AddControlToGrid(firstGrid, _playerHandWPF, 0, 0); _score.UseAbbreviationForTrueFalse = true; _score.AddColumn("Cards Left", false, nameof(MonasteryCardGamePlayerItem.ObjectCount)); _score.AddColumn("Finished Mission", false, nameof(MonasteryCardGamePlayerItem.FinishedCurrentMission), useTrueFalse: true); int x; for (x = 1; x <= 9; x++) { _score.AddColumn("Mission" + x, false, "Mission" + x + "Completed", useTrueFalse: true); } AddControlToGrid(firstGrid, _score, 0, 3); // use 3 instead of 4 here. SimpleLabelGrid firstInfo = new SimpleLabelGrid(); firstInfo.AddRow("Turn", nameof(MonasteryCardGameMainViewModel.NormalTurn)); firstInfo.AddRow("Status", nameof(MonasteryCardGameMainViewModel.Status)); AddControlToGrid(firstGrid, firstInfo.GetContent, 0, 2); AddControlToGrid(finalGrid, firstGrid, 0, 0); _tempG.Height = 700; _mainG.Height = 700; //i think. Grid bottomGrid = new Grid(); AddAutoColumns(bottomGrid, 1); AddLeftOverColumn(bottomGrid, 40); AddLeftOverColumn(bottomGrid, 60); // most important is the last one. can adjust as needed though. especially on tablets AddControlToGrid(bottomGrid, _tempG, 0, 0); AddControlToGrid(bottomGrid, _mainG, 0, 1); AddControlToGrid(bottomGrid, _missionWPF, 0, 2); AddControlToGrid(finalGrid, bottomGrid, 1, 0); _deckGPile.Margin = new Thickness(5, 5, 5, 5); _discardGPile.Margin = new Thickness(5, 5, 5, 5); if (restoreP != null) { //todo: figure out where to place the restore ui if there is a restore option. mainStack.Children.Add(restoreP); //default add to grid but does not have to. } Content = mainStack; }
public void Initialize(MissionUI ui) { this.UI = ui; Controller.MeleeHitEvent += new FightController.AttackEventHandler(Controller_MeleeHit); StartHit3(); }
public void Initialize(MissionUI ui) { this.UI = ui; StartApproach(); Controller.DummyAttack = true; }
void Awake() { me = this; missionUiParent.SetActive(false); }
public void Initialize(MissionUI ui) { this.UI = ui; Controller.RangedHitEvent += new FightController.AttackEventHandler(Controller_RangedHitEvent); StartShoot5(); }
public MonasteryCardGameMainView(IEventAggregator aggregator, TestOptions test, MonasteryCardGameVMData model ) { _aggregator = aggregator; _model = model; _aggregator.Subscribe(this); _deckGPile = new BaseDeckXF <MonasteryCardInfo, ts, DeckOfCardsXF <MonasteryCardInfo> >(); _discardGPile = new BasePileXF <MonasteryCardInfo, ts, DeckOfCardsXF <MonasteryCardInfo> >(); _score = new ScoreBoardXF(); _playerHandWPF = new BaseHandXF <MonasteryCardInfo, ts, DeckOfCardsXF <MonasteryCardInfo> >(); _tempG = new TempRummySetsXF <EnumSuitList, EnumColorList, MonasteryCardInfo, ts, DeckOfCardsXF <MonasteryCardInfo> >(); _mainG = new MainRummySetsXF <EnumSuitList, EnumColorList, MonasteryCardInfo, ts, DeckOfCardsXF <MonasteryCardInfo>, RummySet, SavedSet>(); _missionXF = new MissionUI(); Grid finalGrid = new Grid(); AddAutoRows(finalGrid, 1); AddLeftOverRow(finalGrid, 1); ParentSingleUIContainer?restoreP = null; if (test.SaveOption == EnumTestSaveCategory.RestoreOnly) { restoreP = new ParentSingleUIContainer(nameof(MonasteryCardGameMainViewModel.RestoreScreen)); } StackLayout otherStack = new StackLayout(); otherStack.Orientation = StackOrientation.Horizontal; otherStack.Children.Add(_deckGPile); otherStack.Children.Add(_discardGPile); // can reposition or not even have as well. _score.UseAbbreviationForTrueFalse = true; _score.AddColumn("Cards", false, nameof(MonasteryCardGamePlayerItem.ObjectCount)); _score.AddColumn("Done", false, nameof(MonasteryCardGamePlayerItem.FinishedCurrentMission), useTrueFalse: true); int x; for (x = 1; x <= 9; x++) { _score.AddColumn("M" + x, false, "Mission" + x + "Completed", useTrueFalse: true); } SimpleLabelGridXF firstInfo = new SimpleLabelGridXF(); firstInfo.AddRow("Turn", nameof(MonasteryCardGameMainViewModel.NormalTurn)); firstInfo.AddRow("Status", nameof(MonasteryCardGameMainViewModel.Status)); Grid firstGrid = new Grid(); AddLeftOverColumn(firstGrid, 35); AddAutoColumns(firstGrid, 1); AddLeftOverColumn(firstGrid, 15); AddLeftOverColumn(firstGrid, 30); AddControlToGrid(firstGrid, _score, 0, 3); // use 3 instead of 4 here. AddControlToGrid(firstGrid, otherStack, 0, 1); AddControlToGrid(firstGrid, _playerHandWPF, 0, 0); AddControlToGrid(firstGrid, firstInfo.GetContent, 0, 2); AddControlToGrid(finalGrid, firstGrid, 0, 0); _tempG.Divider = 1.1; Grid bottomGrid = new Grid(); AddAutoColumns(bottomGrid, 1); AddLeftOverColumn(bottomGrid, 35); AddLeftOverColumn(bottomGrid, 65); AddControlToGrid(bottomGrid, _tempG, 0, 0); AddControlToGrid(bottomGrid, _mainG, 0, 1); AddControlToGrid(bottomGrid, _missionXF, 0, 2); AddControlToGrid(finalGrid, bottomGrid, 1, 0); _deckGPile.Margin = new Thickness(5, 5, 5, 5); _discardGPile.Margin = new Thickness(5, 5, 5, 5); if (restoreP != null) { otherStack.Children.Add(restoreP); //default add to grid but does not have to. } Content = finalGrid; }