Example #1
0
 public void onButtonPressed(int index)
 {
     if (player.GetPower() >= blueprint.items[index].cost && player.faction == vendor.GetFaction() &&
         player.unitsCommanding.Count < player.GetTotalCommandLimit())
     {
         BuyItem(player, index, vendor);
         if (GetActive())
         {
             CloseUI();
         }
         ClearVendor();
     }
     else if (player as PlayerCore && player.GetUnitsCommanding().Count >= player.GetTotalCommandLimit())
     {
         player.alerter.showMessage("Unit limit reached!", "clip_alert");
     }
 }
Example #2
0
    public void onButtonPressed(int index)
    {
        // TODO: this is invalid for non ownable items, so must be changed later on
        if (player.GetPower() >= blueprint.items[index].cost && player.faction == vendor.GetFaction() &&
            player.unitsCommanding.Count < player.GetTotalCommandLimit())
        {
            GameObject creation = new GameObject();
            switch (blueprint.items[index].entityBlueprint.intendedType)
            {
            case EntityBlueprint.IntendedType.Turret:
                Turret tur = creation.AddComponent <Turret>();
                tur.blueprint = blueprint.items[index].entityBlueprint;
                tur.SetOwner(player);
                break;

            case EntityBlueprint.IntendedType.Tank:
                Tank tank = creation.AddComponent <Tank>();
                tank.blueprint   = blueprint.items[index].entityBlueprint;
                tank.enginePower = 250;
                tank.SetOwner(player);
                break;

            default:
                break;
            }
            creation.name = blueprint.items[index].entityBlueprint.name;
            player.sectorMngr.InsertPersistentObject(blueprint.items[index].entityBlueprint.name, creation);
            creation.transform.position = vendor.GetPosition();
            creation.GetComponent <Entity>().spawnPoint = vendor.GetPosition();
            if (blueprint.items[index].entityBlueprint.intendedType != EntityBlueprint.IntendedType.Tank)
            {
                player.SetTractorTarget(creation.GetComponent <Draggable>());
            }
            player.AddPower(-blueprint.items[index].cost);
            if (GetActive())
            {
                CloseUI();
            }
            ClearVendor();
        }
        else if (player as PlayerCore && player.GetUnitsCommanding().Count >= player.GetTotalCommandLimit())
        {
            player.alerter.showMessage("Unit limit reached!", "clip_alert");
        }
    }
Example #3
0
    public void InitializeSelectionPhase()
    {
        searcherString = "";
        selectionPhaseParent.SetActive(true);
        buildPhaseParent.SetActive(false);
        //initialize window on screen
        if (initialized)
        {
            CloseUI(false);                     // prevent initializing twice by closing UI if already initialized
        }
        initialized = true;
        Activate();
        cursorScript.gameObject.SetActive(false);
        cursorScript.SetBuilder(this);

        contentsArray = new Transform[] { smallContents, mediumContents, largeContents };
        contentTexts  = new GameObject[] { smallText, mediumText, largeText };
        foreach (GameObject obj in contentTexts)
        {
            obj.SetActive(false);
        }

        GetComponentInChildren <ShipBuilderPartDisplay>().Initialize(this);
        player.SetIsInteracting(true);
        partDict = new Dictionary <DWInventoryButton, EntityBlueprint.PartInfo>();

        // hide the buttons and yard tips if interacting with a trader

        List <EntityBlueprint.PartInfo> parts = player.GetInventory();

        if (parts != null)
        {
            for (int i = 0; i < parts.Count; i++)
            {
                parts[i] = ShipBuilder.CullSpatialValues(parts[i]);
            }
        }

        foreach (EntityBlueprint.PartInfo part in parts)
        {
            if (part.abilityID == 10)
            {
                AddDronePart(part);
            }
        }
        foreach (EntityBlueprint.PartInfo part in player.blueprint.parts)
        {
            if (part.abilityID == 10)
            {
                AddDronePart(part);
            }
        }

        var partsToAdd = new List <ShellPart>();

        foreach (Entity ent in player.GetUnitsCommanding())
        {
            if (!((ent as Drone) && ent.GetComponentInChildren <TractorBeam>()))
            {
                continue;
            }
            var target = ent.GetComponentInChildren <TractorBeam>().GetTractorTarget();
            if (target && target.GetComponent <ShellPart>())
            {
                partsToAdd.Add(target.GetComponent <ShellPart>());
            }
        }

        if (player.GetTractorTarget() && player.GetTractorTarget().GetComponent <ShellPart>())
        {
            partsToAdd.Add(player.GetTractorTarget().GetComponent <ShellPart>());
        }

        foreach (ShellPart part in partsToAdd)
        {
            var info = part.info;
            info = ShipBuilder.CullSpatialValues(info);
            if (info.abilityID == 10)
            {
                int size   = ResourceManager.GetAsset <PartBlueprint>(info.partID).size;
                var button = Instantiate(displayButtonPrefab, contentsArray[size]).GetComponent <DWInventoryButton>();
                button.handler  = selectionDisplay;
                button.workshop = this;
                contentTexts[size].SetActive(true);
                button.part = info;
                partDict.Add(button, info);
            }
            player.cursave.partInventory.Add(info);
            Destroy(part.gameObject);
        }
        phase = DroneWorkshopPhase.SelectionPhase;
        // activate windows
        gameObject.SetActive(true);
    }