private void OpenGoldPackage(object sender, EventArgs e)
 {
     TumDialoglariSifirla();
     StoreGoldPackage1 = new StoreGold();
     StoreGoldPackage1.PrivateProfileBaseActivity1 = this;
     StoreGoldPackage1.Show(this.SupportFragmentManager, "StoreGoldPackage1");
 }
 void TumDialoglariSifirla()
 {
     StoreGoldPackage1 = null;
     StoreSuperBoost1  = null;
     StoreBoost1       = null;
     StoreKrediYukle1  = null;
 }
Example #3
0
    protected virtual void CreateComponent()
    {
        GameObject progressBarBehaviorGo = Resources.Load(PROGRESS_PREFAB_NAME, typeof(GameObject)) as GameObject;

        m_ProgressBarBehaviorDictionary.Add(4, (Instantiate(progressBarBehaviorGo) as GameObject).GetComponent <ProgressBarBehavior>());
        #region Store
        if (this.BuildingConfigData.CanStoreGold)
        {
            StoreGold storeGold = this.gameObject.AddComponent <StoreGold>();
            storeGold.BuildingLogicData = this.BuildingLogicData;
            storeGold.BuildingBehavior  = this.BuildingBehavior;
        }
        if (this.BuildingConfigData.CanStoreOil)
        {
            StoreOil storeOil = this.gameObject.AddComponent <StoreOil>();
            storeOil.BuildingLogicData = this.BuildingLogicData;
            storeOil.BuildingBehavior  = this.BuildingBehavior;
        }
        if (this.BuildingConfigData.CanStoreFood)
        {
            StoreFood storeFood = this.gameObject.AddComponent <StoreFood>();
            storeFood.BuildingLogicData = this.BuildingLogicData;
            storeFood.BuildingBehavior  = this.BuildingBehavior;
        }
        if (this.BuildingConfigData.CanStoreItem)
        {
            StoreItem storeItem = this.gameObject.AddComponent <StoreItem>();
            storeItem.BuildingLogicData = this.BuildingLogicData;
            storeItem.BuildingBehavior  = this.BuildingBehavior;
        }
        #endregion

        #region Collection
        if (this.BuildingConfigData.CanProduceFood)
        {
            CollectFood collectFood = this.gameObject.AddComponent <CollectFood>();
            collectFood.BuildingLogicData = this.BuildingLogicData;
            collectFood.BuildingBehavior  = this.BuildingBehavior;
        }
        if (this.BuildingConfigData.CanProduceGold)
        {
            CollectGold collectGold = this.gameObject.AddComponent <CollectGold>();
            collectGold.BuildingLogicData = this.BuildingLogicData;
            collectGold.BuildingBehavior  = this.BuildingBehavior;
        }
        if (this.BuildingConfigData.CanProduceOil)
        {
            CollectOil collectOil = this.gameObject.AddComponent <CollectOil>();
            collectOil.BuildingLogicData = this.BuildingLogicData;
            collectOil.BuildingBehavior  = this.BuildingBehavior;
        }
        #endregion
        #region Produce
        if (this.BuildingConfigData.CanProduceArmy)
        {
            ProduceArmy produceArmy = this.gameObject.AddComponent <ProduceArmy>();
            produceArmy.BuildingLogicData = this.BuildingLogicData;
            m_ProgressBarBehaviorDictionary.Add(3, (Instantiate(progressBarBehaviorGo) as GameObject).GetComponent <ProgressBarBehavior>());
            produceArmy.BuildingBehavior = this.BuildingBehavior;
        }

        if (this.BuildingConfigData.CanProduceItem)
        {
            ProduceItem produceItem = this.gameObject.AddComponent <ProduceItem>();
            produceItem.BuildingLogicData = this.BuildingLogicData;
            m_ProgressBarBehaviorDictionary.Add(1, (Instantiate(progressBarBehaviorGo) as GameObject).GetComponent <ProgressBarBehavior>());
            produceItem.BuildingBehavior = this.BuildingBehavior;
        }

        #endregion

        #region Upgrade
        if (this.BuildingConfigData.CanUpgradeArmy)
        {
            UpgradeArmy upgradeArmy = this.gameObject.AddComponent <UpgradeArmy>();
            upgradeArmy.BuildingLogicObject = this.BuildingLogicData;
            m_ProgressBarBehaviorDictionary.Add(2, (Instantiate(progressBarBehaviorGo) as GameObject).GetComponent <ProgressBarBehavior>());
            upgradeArmy.BuildingBehavior = this.BuildingBehavior;
        }
        if (this.BuildingConfigData.CanUpgradeItem)
        {
            UpgradeItem upgradeItem = this.gameObject.AddComponent <UpgradeItem>();
            upgradeItem.BuildingLogicObject = this.BuildingLogicData;
            m_ProgressBarBehaviorDictionary.Add(0, (Instantiate(progressBarBehaviorGo) as GameObject).GetComponent <ProgressBarBehavior>());
            upgradeItem.BuildingBehavior = this.BuildingBehavior;
        }
        #endregion
    }