Example #1
0
 /// <summary>
 /// order in
 /// 0 RCS
 /// 1 ECM
 /// 2 TARGET
 /// 3 RANGE
 ///
 /// </summary>
 public void SetStats(DoV_Vehicle Vehicle)
 {
     if (Vehicle != null)
     {
         GetBestOfClass();
         Panel.VerticesDistances[0] = RCS = Vehicle.Rcs;
         Panel.VerticesDistances[1] = ECM = Vehicle.Ecm;
         Panel.VerticesDistances[2] = TargetTime = Vehicle.TargetTime;
         Panel.VerticesDistances[3] = FuelRange = Vehicle.FuelRange;
         Panel.VerticesDistances[4] = Instability = Vehicle.Instability;
         Panel.VerticesDistances[5] = ThermalRating = Vehicle.ThermalRating;
         Panel.SetAllDirty();
     }
 }
Example #2
0
    public void GetBestOfClass()
    {
        var garageManager = FindObjectOfType <GarageManager>();

        if (garageManager != null && Vehicle != null)
        {
            var currentVehicleType     = Vehicle.BaseGroundType;
            var currentVehicleSubclass = Vehicle.GroundVehicleType;
            BestOfClassPanel.VerticesDistances[0] = garageManager.GarageCountryGovernment.Military.CountryMilitaryInventory.OrderBy(e => e.Vehicle.Rcs).FirstOrDefault(v => v.Vehicle.BaseGroundType == currentVehicleType && v.Vehicle.GroundVehicleType == currentVehicleSubclass).Vehicle.Rcs;
            BestOfClassPanel.VerticesDistances[1] = garageManager.GarageCountryGovernment.Military.CountryMilitaryInventory.OrderBy(e => e.Vehicle.Ecm).FirstOrDefault(v => v.Vehicle.BaseGroundType == currentVehicleType && v.Vehicle.GroundVehicleType == currentVehicleSubclass).Vehicle.Ecm;
            BestOfClassPanel.VerticesDistances[2] = garageManager.GarageCountryGovernment.Military.CountryMilitaryInventory.OrderBy(e => e.Vehicle.TargetTime).FirstOrDefault(v => v.Vehicle.BaseGroundType == currentVehicleType && v.Vehicle.GroundVehicleType == currentVehicleSubclass).Vehicle.TargetTime;
            BestOfClassPanel.VerticesDistances[3] = garageManager.GarageCountryGovernment.Military.CountryMilitaryInventory.OrderBy(e => e.Vehicle.FuelRange).FirstOrDefault(v => v.Vehicle.BaseGroundType == currentVehicleType && v.Vehicle.GroundVehicleType == currentVehicleSubclass).Vehicle.FuelRange;
            BestOfClassPanel.VerticesDistances[4] = garageManager.GarageCountryGovernment.Military.CountryMilitaryInventory.OrderBy(e => e.Vehicle.Instability).FirstOrDefault(v => v.Vehicle.BaseGroundType == currentVehicleType && v.Vehicle.GroundVehicleType == currentVehicleSubclass).Vehicle.Instability;
            BestOfClassPanel.VerticesDistances[5] = garageManager.GarageCountryGovernment.Military.CountryMilitaryInventory.OrderBy(e => e.Vehicle.ThermalRating).FirstOrDefault(v => v.Vehicle.BaseGroundType == currentVehicleType && v.Vehicle.GroundVehicleType == currentVehicleSubclass).Vehicle.ThermalRating;
            BestOfClassPanel.SetAllDirty();
        }
    }
Example #3
0
    public void UpdateSensorOrientation()
    {
        var vehicle = FindObjectOfType <GarageManager>().SelectedDoV_CombatVehicle;

        if (vehicle == null)
        {
            return;
        }

        Vehicle           = vehicle.Vehicle;
        UnitCallsign.text = Vehicle.DisplayName;

        LowAmmoWarning.gameObject.SetActive(false);
        LowFuelWarning.gameObject.SetActive(false);
        NoAmmoWarning.gameObject.SetActive(false);
        NoFuelWarning.gameObject.SetActive(false);

        float rotAmount  = Mathf.Clamp(vehicle.Turret.transform.localEulerAngles.y, 0, 360f);
        float rotAmount2 = Mathf.Clamp(vehicle.Frame.transform.localEulerAngles.y, 0, 360f);

        FindObjectOfType <GarageManager>().DebugText.text = rotAmount.ToString();

        if (vehicle.VehicleArmorState == ArmorState.ActiveDefenseDectecting)
        {
            MinSensorCircle.color = Colors.YellowGreen;
        }
        if (vehicle.VehicleArmorState == ArmorState.ActiveDefenseOnline)
        {
            MinSensorCircle.color = Colors.LimeGreen;
        }
        if (vehicle.VehicleArmorState == ArmorState.ActiveDefenseHit)
        {
            MinSensorCircle.color = Colors.OrangePeel;
        }
        if (vehicle.VehicleArmorState == ArmorState.ActiveDefenseMiss)
        {
            MinSensorCircle.color = Colors.LightYellow;
        }

        if (vehicle.VehicleArmorState == ArmorState.ActiveDefenseOffline)
        {
            MinSensorCircle.color = Colors.GraniteGray;
        }

        if (vehicle.VehicleArmorState == ArmorState.Damaged)
        {
            MinSensorCircle.color = Colors.OrangeRed;
        }

        if (vehicle.VehicleArmorState == ArmorState.Destoryed)
        {
            MinSensorCircle.color = Colors.Black;
        }


        if (vehicle.VehicleSenorState == SensorState.IsConfused)
        {
            MaxSensorCircle.color = Colors.GraniteGray;
        }
        if (vehicle.VehicleSenorState == SensorState.IsTracking)
        {
            MaxSensorCircle.color = Colors.LimeGreen;
        }
        if (vehicle.VehicleSenorState == SensorState.IsJammed)
        {
            MaxSensorCircle.color = Colors.RedCrayola;
        }
        if (vehicle.VehicleSenorState == SensorState.IsTargeted)
        {
            MaxSensorCircle.color = Colors.YellowGreen;
        }

        if (vehicle.VehicleWeaponState == WeaponState.IsTracking)
        {
            LookingAtDirectionMarker.color = Colors.LimeGreen;
        }
        if (vehicle.VehicleWeaponState == WeaponState.IsLockedOn)
        {
            LookingAtDirectionMarker.color = Colors.OrangePantone;
        }
        if (vehicle.VehicleWeaponState == WeaponState.IsFiring)
        {
            LookingAtDirectionMarker.color = Colors.RedCrayola;
        }

        if (vehicle.VehicleWeaponState == WeaponState.IsReloading)
        {
            LookingAtDirectionMarker.color = Colors.Bluebonnet;
        }

        if (vehicle.VehicleWeaponState == WeaponState.IsOutOfAmmo)
        {
            LookingAtDirectionMarker.color = Colors.GraniteGray;
        }

        float curRot  = LookingAtDirectionMarker.rectTransform.localRotation.eulerAngles.z;
        float curRot2 = FacingDirectionMarker.rectTransform.localRotation.eulerAngles.z;

        FacingDirectionMarker.transform.localRotation    = Quaternion.Euler(new Vector3(0, 0, vehicle.Frame.transform.localEulerAngles.y));
        LookingAtDirectionMarker.transform.localRotation = Quaternion.Euler(new Vector3(0, 0, vehicle.Turret.transform.localEulerAngles.y));
        LookingAtDirectionMarker.SetAllDirty();
    }