public ResourceBubbleUI GetBubbleUI(ResourceManager.RESOURCES type) { foreach (GameObject resourceUI in m_ResourceUIList) { if (resourceUI.activeSelf) { continue; } ResourceBubbleUI resourceBubbleUI = resourceUI.GetComponent <ResourceBubbleUI>(); if (resourceBubbleUI == null) { continue; } return(resourceBubbleUI); } if (m_ResourceBubblePrefab == null) { return(null); } for (int i = 0; i < 5; ++i) { GameObject newResourceBubbleObj = Instantiate(m_ResourceBubblePrefab); newResourceBubbleObj.SetActive(false); m_ResourceUIList.Add(newResourceBubbleObj); } return(GetBubbleUI(type)); }
public override void SetNewBuildingType(BuildingData buildingData) { base.SetNewBuildingType(buildingData); m_GenerateResourceTime = buildingData.GetResourceTime; m_ResourceTypeProduced = buildingData.GetResourceTypeProduced; m_AmtResourceProduce = buildingData.GetAmtResource; m_ResourceUIOffset = buildingData.GetResourceUIOffset; m_ResourceCollected = true; }
public void InitResourceBubbleUI(ResourceManager.RESOURCES type, int amt, Vector2 pos, ResourceBuildings resourceBuildingObj) { ResourceBubbleUI resourceBubble = GetBubbleUI(type); if (resourceBubble == null) { return; } if (m_ResourceSpriteStorage.ContainsKey(type)) { resourceBubble.Init(type, amt, pos, m_ResourceSpriteStorage[type], resourceBuildingObj); } }
private ResourceBuildings m_ResourcedBuildingOwner; //who it belongs to public void Init(ResourceManager.RESOURCES type, int amt, Vector2 pos, Sprite resourceSprite, ResourceBuildings resourceBuildingOwner) { m_ResourceType = type; m_AmtGiven = amt; gameObject.transform.position = pos; gameObject.SetActive(true); m_ResourceSprite.sprite = resourceSprite; m_ResourcedBuildingOwner = resourceBuildingOwner; if (m_ResourcedBuildingOwner != null) { m_ResourcedBuildingOwner.GetSetResourceCollected = false; } }