void AcceptMission() { mission.AcceptMission(); missionCanvas.enabled = true; this.transform.parent.parent.GetComponent <PopUpCircleBehaviour>().OpenPopUpCirclePanel(); this.gameObject.SetActive(false); MissionContainer.AcceptMission(mission.id); }
public static MissionContainer Load(string path2) { TextAsset _xml = Resources.Load <TextAsset>(path2); XmlSerializer serializer = new XmlSerializer(typeof(MissionContainer)); StringReader reader = new StringReader(_xml.text); MissionContainer missions = serializer.Deserialize(reader) as MissionContainer; reader.Close(); return(missions); }
public static void LoadList() { _ResourceAvabile = false; if (MissionContainer == null) { MissionContainer = Resources.Load <MissionContainer>("MissionCreation"); if (MissionContainer != null && MissionContainer.MissionList.Count <= 0) { MissionContainer.GetMissionList(Resources.LoadAll <MissionUI>("Missions")); EditorUtility.SetDirty(MissionContainer); } } _ResourceAvabile = true; }
private void IncomeGeneratorForm_Load(object sender, EventArgs e) { advCon = new AdventurerContainer(); misCon = new MissionContainer(); busCon = new BusinessContainer(); //setup business listview column list LVBusinesses.Columns.Add("Name", 100); LVBusinesses.Columns.Add("Maint. Cost", 100); LVBusinesses.Columns.Add("Profit Mult.", 100); //setup adventurers listview column list LVAdventurers.Columns.Add("Name", 100); LVAdventurers.Columns.Add("Modifier", 100); }
public void CheckMissionStatus() { mc = MissionContainer.Load(path); //REMOVER// filtro.SetActive(true); MissionBack.SetActive(true); //REMOVER// foreach (Mission mission in mc.missions) { if (mission.name == currentMission) { currentMissionItem = mission.item; currentMissionItem2 = mission.item2; if (mission.name == 1) { if (ic.GetComponent <ItensController>().ferro >= mission.amount) { print("Missao Completa"); //REMOVER// MissionA.SetActive(true); mAccomplished = true; //REMOVER// } else { missionI.SetActive(true); missionI.GetComponent <TextMesh>().text = "A Missao ainda esta em andamento \n Falta Ferro + " + (mission.amount - ic.GetComponent <ItensController>().ferro); } } else if (mission.name == 2) { print(mission.name); print(mission.amount); print(ic.GetComponent <ItensController>().uranio); if (ic.GetComponent <ItensController>().uranio >= mission.amount) { print("Missao Completa"); //REMOVER// MissionA.SetActive(true); mAccomplished = true; //REMOVER// } else if (ic.GetComponent <ItensController>().uranio < mission.amount) { missionI.SetActive(true); missionI.GetComponent <TextMesh>().text = "A Missao ainda esta em andamento \n Falta uranio + " + (mission.amount - ic.GetComponent <ItensController>().uranio); } } else if (mission.name == 3) { if (ic.GetComponent <ItensController>().prata >= mission.amount) { print("Missao Completa"); //REMOVER// MissionA.SetActive(true); mAccomplished = true; //REMOVER// } else { missionI.SetActive(true); missionI.GetComponent <TextMesh>().text = "A Missao ainda esta em andamento \n Falta prata + " + (mission.amount - ic.GetComponent <ItensController>().prata); } } else if (mission.name == 4) { if (ic.GetComponent <ItensController>().ouro >= mission.amount) { print("Missao Completa"); //REMOVER// MissionA.SetActive(true); mAccomplished = true; //REMOVER// } else { missionI.SetActive(true); missionI.GetComponent <TextMesh>().text = "A Missao ainda esta em andamento \n Falta ouro + " + (mission.amount - ic.GetComponent <ItensController>().ouro); } } else if (mission.name == 5) { if (ic.GetComponent <ItensController>().ferro >= mission.amount && ic.GetComponent <ItensController>().uranio >= mission.amount2) { print("Missao Completa"); //REMOVER// MissionA.SetActive(true); mAccomplished = true; //REMOVER// } else { missionI.SetActive(true); missionI.GetComponent <TextMesh>().text = "A Missao ainda esta em andamento \n Falta ferro + " + (mission.amount - ic.GetComponent <ItensController>().ferro) + "\n e uranio" + (mission.amount - ic.GetComponent <ItensController>().uranio); } } else if (mission.name == 6) { if (ic.GetComponent <ItensController>().ferro >= mission.amount && ic.GetComponent <ItensController>().prata >= mission.amount2) { print("Missao Completa"); //REMOVER// MissionA.SetActive(true); mAccomplished = true; //REMOVER// } else { missionI.SetActive(true); missionI.GetComponent <TextMesh>().text = "A Missao ainda esta em andamento \n Falta ferro + " + (mission.amount - ic.GetComponent <ItensController>().ferro) + "\n e prata" + (mission.amount - ic.GetComponent <ItensController>().prata); } } } } }
//private AllClasses theClass; public MissionClass(string fname) { _container = new MissionContainer(); //_reader = new MissionReader(fname, _container); _writer = new MissionWriter(fname, _container); }
void DeclineMission() { this.gameObject.SetActive(false); MissionContainer.DeleteMissionByID(mission.id); }