private void CreateBuilddingAtPos(Vector3 pos, UserHouse userHouse, Vector2 posInMap) { GameObject go = GameObject.Instantiate(BuidingFinishedPrefab) as GameObject; go.transform.SetParent(BuidingFinishedRoot.transform); go.transform.localPosition = pos; go.transform.localScale = new Vector3(1, 1, 1); float depth = Mathf.Abs(Vector3.Distance(go.transform.position, Camera.main.transform.position)); go.name = string.Format("Building_{0:D4}", (int)(depth)); UIEmpireBuildingFinished bdf = go.GetComponent <UIEmpireBuildingFinished>(); go.SetActive(true); bdf.Init(userHouse); listBuidingFinished.Add(bdf); SortDepthListBuilding(); if (userHouse.HouseId == 1) { uiContaint.silverOfBank.transform.position = go.transform.position + Vector3.up * 50; } }
public void OnRemoveBuilding(UIEmpireBuildingFinished building) { Vector2 startpos = Vector2.zero; Vector2 endPos = Vector2.zero; // GetRectOfBuiding(cells[building.posInMap], building._empireBuilding, out startpos, out endPos); for (int x = (int)startpos.x; x <= endPos.x; x++) { for (int y = (int)startpos.y; y <= endPos.y; y++) { Vector2 curCellPos = new Vector2(x, y); if (cells.ContainsKey(curCellPos)) { UIEmpireCell curCell = cells[curCellPos]; curCell.ChangeState(UIEmpireCell.State.Free); } } } }
public void OnResponseDestroyHouse() { UIEmpireCursor.Instance.Hide(false); buildingFinishedDrag.OnDestroyBuilding(); buildingFinishedDrag = null; houseDataSelected = null; empireMap.CanNotBuilding(); UIEmpireCursor.Instance.Hide(false); houseDataSelected = null; empireMap.CanNotBuilding(); //foreach (UIEmpireBuildingFinished building in listBuidingFinished) //{ // GameObject.Destroy(building.gameObject); //} //listBuidingFinished.Clear(); //StartCoroutine(InitOldBuiding()); OnResponseOpenCell(); DroptoTrash = false; }
public void RemoveBuilding(UIEmpireBuildingFinished building) { empireMap.OnRemoveBuilding(building); listBuidingFinished.Remove(building); }
public void OnDragBuildingFinished(UIEmpireBuildingFinished building) { buildingFinishedDrag = building; UIEmpireCursor.Instance.Show(Helper.LoadSpriteForBuilding(building.userHouse.HouseId)); // OnDragBuilding(LandConfig.HOUSE_DATA[building.userHouse.HouseId]); }