Example #1
0
    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;
    }
Example #3
0
    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;
        }
    }