/// <summary> /// Adding a new boat (used when purchasing a boat) /// </summary> /// <param name="boat"></param> public void AddNewBoat(Boat boat) { GameObject go = Instantiate(_prefabListItem, transform); BoatListItem bli = go.GetComponent <BoatListItem>(); Debug.Assert(bli != null); bli.SetBoat(boat); }
public virtual void UpdateView() { for (int i = 0; i < transform.childCount; ++i) { Destroy(transform.GetChild(i).gameObject); } if (_pc != null) { foreach (Boat b in _pc.AvailableBoats) { GameObject go = Instantiate(_prefabListItem, transform); BoatListItem bli = go.GetComponent <BoatListItem>(); Debug.Assert(bli != null); bli.SetBoat(b); } } }
public void UpdateDetails(Zone zone) { _menuButtonsHandler.OnDisplay(); DragDropReceptor.SetOpenZone(zone); Debug.Log("OPEN COUNT: " + zone.PlacedBoats.Count); _dragDropReceptor.DragDropZone = zone; _name.text = zone.Descriptor.ZoneName; _health.fillAmount = zone.CurrentHealth / zone.Descriptor.MaxHealth; _profit.text = "Profit: " + zone.Descriptor.RentabilityFactor.ToString(); _risk.text = "Danger: " + zone.Descriptor.DangerFactor.ToString(); _preview.sprite = zone.Descriptor.ZoneBackground; foreach (Transform t in _weatherRoot.transform) { Destroy(t.gameObject); } foreach (Weather weather in zone.Descriptor.PossibleWeathers) { Image weatherBackground = GameObject.Instantiate(_weatherPrefab, _weatherRoot); Image weatherSprite = weatherBackground.rectTransform.GetChild(0).GetComponent <Image>(); weatherSprite.sprite = weather.WeatherSprite; weatherBackground.color = (zone.CurrentWeather == weather) ? _enabledColor : _disabledColor; } foreach (Transform t in _boatsRoot.transform) { Destroy(t.gameObject); } foreach (Boat b in zone.PlacedBoats) { BoatListItem db = GameObject.Instantiate(_boatPrefab, _boatsRoot); db.SetBoat(b); } if (_gameInfo.Player.CurrentZone == zone) { //TODO Debug.Log("Bateau du joueur à afficher dans ZoneDetails"); GameObject.Instantiate(_playerBoatPrefab, _boatsRoot); } }