Example #1
0
    void fillMissionPipeline()
    {
        //Debug.Log ("===== fillMissionPipeline: Balls =====");
        float pipe_y = 2.0f;

        foreach (var mid in GameControl.missiondb.get_ids())
        {
            if (OngoingMission.get_missions(GameControl.control.pad.ongoing_missions).Contains(mid) ||
                GameControl.control.pad.completed_missions.Contains(mid))
            {
                //Debug.Log ("Skipping ongoing/completed mission " + mid.id);
                continue;
            }
            else
            {
                Debug.Log("Instantiating ball " + mid.id);
                MissionBall mb = gameObject.AddComponent <MissionBall> ();
                mb.init(mid, pipe, new Vector3((Random.value - 0.5f) * 2.0f, pipe_y, 0));
                pipe_y += 2.0f;
            }
        }
        //Debug.Log ("===== fillMissionPipeline: Buttons =====");
        float panel_y = 0.0f;

        foreach (var mid in OngoingMission.get_missions(GameControl.control.pad.ongoing_missions))
        {
            //Debug.Log ("Instantiating button " + mid.id + " at y=" + (panel_y).ToString ());
            panel_y += button_offset;
            RectTransform containerRectTransform = panel.GetComponent <RectTransform> ();
            containerRectTransform.offsetMin = new Vector2(containerRectTransform.offsetMin.x, -button_offset);
            containerRectTransform.offsetMax = new Vector2(containerRectTransform.offsetMax.x, -panel_y - button_offset / 2);
            MissionButton mb = gameObject.AddComponent <MissionButton> ();
            mb.init(mid, panel, new Vector3(0, panel_y - button_offset, 0));
        }
        Debug.Log("===== fillMissionPipeline: done =====");
    }
Example #2
0
 public List <MissionID> get_ongoing_missions()
 {
     return(OngoingMission.get_missions(pad.ongoing_missions));
 }