public void ResetTokenPositions(List <GameObject> tokenList, bool remove) //Method used to reset the token parent and position { for (int i = 0; i < tokenList.Count; ++i) //For all the tokens in the token list { if (remove == false) //Used if tokens are not to be destroyed { TokenUI token = tokenList[i].GetComponent <TokenUI>(); //Get a reference to the attached script if (tokenList[i].transform.parent.name == "Defence Token" || tokenList[i].transform.parent.name == "Auxiliary Token" || tokenList[i].transform.parent.name == "Assault Token") //If it already has a parent (is already in a container) { UILabel label = tokenList[i].transform.parent.Find("Label").gameObject.GetComponent <UILabel>(); //Decrease the container's value int j = int.Parse(label.text); label.text = (j - 1).ToString(); } tokenList[i].transform.position = token.tokenPositions[token.originalPosition].transform.position; tokenList[i].transform.parent = token.originalParent.transform; //Set the parent to the original parent } if (remove == true) //Used if tokens are to be destroyed { NGUITools.Destroy(tokenList[i]); } } if (remove == true) //And empty list if destroyed { tokenList.Clear(); } }
private void PositionTokens(List <TokenInfo> tokenList, int loc, string type) { for (int i = 0; i < tokenList.Count; ++i) { GameObject newToken = NGUITools.AddChild(management.token, tokenList[i].currentParent); TokenUI tokenScript = newToken.GetComponent <TokenUI>(); tokenScript.hero = tokenList[i].heroOwner; tokenScript.tokenPositions = tokenList[i].tokenPositions; tokenScript.originalHero = tokenList[i].originalHero; tokenScript.originalParent = tokenList[i].originalParent; tokenScript.name = tokenList[i].name; newToken.transform.position = tokenScript.tokenPositions[tokenList[i].originalPosition].transform.position; management.AssignTokenButton(newToken.GetComponent <UIButton>(), type); management.allTokens.Add(newToken); } }
//public bool DeleteByCompanyId(long CompanyId) //{ // _unitOfWork.TokensRepository.Delete(a => a.CompanyId == CompanyId); // _unitOfWork.Save(); // return true; //} //public bool DeleteByRoleId(long RoleId) //{ // if (RoleId > 0) // { // _unitOfWork.TokensRepository.Delete(a => a.RoleId == RoleId); // _unitOfWork.Save(); // } // return true; //} //public bool DeleteBySignupId(long SignUpId) //{ // _unitOfWork.TokensRepository.Delete(a => a.UserId == SignUpId); // _unitOfWork.Save(); // return true; //} /// <summary> /// Generate token for the user for specific period of time /// </summary> /// <param name="userId">User id</param> /// <returns>returns Generated token details</returns> public TokenUI GenerateToken(long userId) { //string token = Guid.NewGuid().ToString(); DateTime issuedOn = DateTime.Now; UserService userService = new UserService(); UserUI userUI = userService.GetById(userId); User user = Mapper.Map <UserUI, User>(userUI); DateTime expiredOn = DateTime.Now.AddSeconds(Convert.ToDouble(ConfigurationManager.AppSettings["AuthTokenExpiry"])); //if (user.UserImages != null && user.UserImages.Count() > 0) //{ // Photo = user.UserImages[0].name; //} var tokendomain = new Token { UserId = userId, UserType = user.UserType, AuthToken = string.Empty, IssuedOn = issuedOn, ExpiresOn = expiredOn, UserName = user.UserName }; _unitOfWork.TokensRepository.Insert(tokendomain); _unitOfWork.Save(); var tokenModel = new TokenUI() { UIDN = tokendomain.PK_Id, UI = userId, UT = userUI.UT, IsOn = issuedOn, ExOn = expiredOn, AT = string.Empty, UN = tokendomain.UserName }; return(tokenModel); }
public void PlaceInContainer() { if (currentContainer != null) { if (Input.GetMouseButtonDown(1)) { AttachToContainer(); } } if (Input.GetKeyDown("x")) { for (int i = 0; i < tokens.Count; ++i) { TokenUI token = tokens[i].GetComponent <TokenUI>(); tokens[i].transform.position = token.tokenPositions[token.originalPosition].transform.position; tokens[i].transform.parent = token.originalParent.transform; tokens[i].GetComponent <UIButton>().isEnabled = true; } tokens.Clear(); } }
public void CreateTokens(string tokenType, HeroScriptParent hero, int pos) //Used to create, position and assign the tokens for the heroes { int tokenCount = 0; List <GameObject> container = new List <GameObject>(); switch (tokenType) //Used to assign both the parent for the token, and the number of tokens available to that hero { case "Assault": tokenCount = hero.assaultTokens; container = MasterScript.invasionGUI.heroInvasionLabels[pos].assaultTokenPositions; break; case "Auxiliary": tokenCount = hero.auxiliaryTokens; container = MasterScript.invasionGUI.heroInvasionLabels[pos].auxiliaryTokenPositions; break; case "Defence": tokenCount = hero.defenceTokens; container = MasterScript.invasionGUI.heroInvasionLabels[pos].defenceTokenPositions; break; default: break; } for (int i = 0; i < 6; ++i) //For all possible token positions { if (i < tokenCount) //If the hero has this token { NGUITools.SetActive(container[i], true); //Set the position image to true (the faded greyscale image) GameObject tempToken = NGUITools.AddChild(container[i].transform.parent.gameObject, token); //Instantiate the token EventDelegate.Add(tempToken.GetComponent <UIButton>().onClick, behaviour.ButtonClicked); //Add button clicked event tempToken.transform.position = container[i].transform.position; //Set the position of the token TokenUI tokenUI = tempToken.GetComponent <TokenUI>(); //Get a reference to the token's script tokenUI.originalPosition = i; //Assign the original position of the token tokenUI.originalParent = container[i].transform.parent.gameObject; //Assign the original parent tokenUI.originalHero = pos; tokenUI.tokenPositions = container; tokenUI.hero = MasterScript.heroGUI.currentHero; //And assign which hero owns it UIButton tokenButton = tempToken.GetComponent <UIButton>(); //Get the button attached to the token AssignTokenButton(tokenButton, tokenType); switch (tokenType) //And change the button's sprites based on what kind of token it is { case "Assault": tokenUI.name = "Assault Token"; MasterScript.invasionGUI.heroInvasionLabels[pos].assaultTokensList.Add(tempToken); break; case "Auxiliary": tokenUI.name = "Auxiliary Token"; MasterScript.invasionGUI.heroInvasionLabels[pos].auxiliaryTokensList.Add(tempToken); break; case "Defence": tokenUI.name = "Defence Token"; MasterScript.invasionGUI.heroInvasionLabels[pos].defenceTokensList.Add(tempToken); break; default: break; } allTokens.Add(tempToken); } else { NGUITools.SetActive(container[i], false); //If the hero does not have this token, disable the image and don't do anything } } }
public void CacheInvasionInfo() //Used to cache the invasion info { SystemInvasionInfo cachedInvasion = new SystemInvasionInfo(); //Create a new invasion object int invasionLoc = -1; //Set a counter int system = MasterScript.RefreshCurrentSystem(MasterScript.heroGUI.currentHero.GetComponent <HeroScriptParent> ().heroLocation); for (int i = 0; i < MasterScript.systemInvasion.currentInvasions.Count; ++i) //For all current cached invasions { if (MasterScript.systemInvasion.currentInvasions[i].system == MasterScript.systemListConstructor.systemList[system].systemObject) //If this system already has an invasion underway { invasionLoc = i; //Set the counter } } cachedInvasion.system = MasterScript.systemListConstructor.systemList[system].systemObject; //Set the system to equal this system cachedInvasion.player = MasterScript.heroGUI.currentHero.GetComponent <HeroScriptParent> ().heroOwnedBy; for (int i = 0; i < MasterScript.systemListConstructor.systemList[system].systemSize; ++i) //For all planets in the system { PlanetInvasionInfo cachedPlanet = new PlanetInvasionInfo(); //Create object for planet for (int j = 0; j < allTokens.Count; ++j) //else //It must be a token { TokenUI tokenScript = allTokens[j].GetComponent <TokenUI>(); //So get a reference to it's script TokenInfo temp = new TokenInfo(); temp.originalPosition = tokenScript.originalPosition; temp.currentPosition = allTokens[j].transform.position; temp.heroOwner = tokenScript.hero; temp.originalParent = tokenScript.originalParent; temp.originalHero = tokenScript.originalHero; temp.tokenPositions = tokenScript.tokenPositions; temp.currentParent = allTokens[j].transform.parent.gameObject; temp.name = tokenScript.name; switch (temp.name) //Switch based on name of container { case "Defence Token": cachedPlanet.defenceTokenAllocation.Add(temp); //If it's a defence token cache the token's hero into the planet list break; case "Assault Token": cachedPlanet.assaultTokenAllocation.Add(temp); //Same for assault token break; case "Auxiliary Token": cachedPlanet.auxiliaryTokenAllocation.Add(temp); //And for auxiliary token break; default: break; } } cachedInvasion.tokenAllocation.Add(cachedPlanet); } if (invasionLoc == -1) //If this invasion is not already cached { MasterScript.systemInvasion.currentInvasions.Add(cachedInvasion); //Cache it SystemDefence systemDefence = MasterScript.systemListConstructor.systemList[system].systemObject.GetComponent <SystemDefence>(); systemDefence.underInvasion = true; } else //If it is { MasterScript.systemInvasion.currentInvasions[invasionLoc] = cachedInvasion; //Replace it with the updated one } }