public ColonyConquestVictoryConditions(Actor self, ColonyConquestVictoryConditionsInfo info) { this.info = info; missionObjectives = self.Trait <MissionObjectives>(); shortGame = self.Owner.World.WorldActor.Trait <MapOptions>().ShortGame; colonies = self.World.ActorsHavingTrait <Colony>(); }
// Use this for initialization void Awake() { gameState = GameState.PreGame; if (GameObject.Find("GameManager") != null) { gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); gameManager.load(); //copters = new GameObject[gameManager.getCopterAmount()]; } crateAmount = countCrates(); actionsPerLevel = maxActionsPerLevel; if (pauseScreen == null) { pauseScreen = GameObject.Find("PauseScreen"); } if (HUD == null) { HUD = GameObject.Find("HUD"); } if (resetButton == null) { resetButton = HUD.transform.FindChild("ResetButton").gameObject; resetButton.SetActive(false); } objectives = GameObject.FindObjectOfType <MissionObjectives>(); objectives.Objective1 = LevelHandler.GetLevelSet(LevelHandler.CurrentLevel.setName).objective1; objectives.Objective2 = LevelHandler.GetLevelSet(LevelHandler.CurrentLevel.setName).objective2; objectives.Objective3 = LevelHandler.GetLevelSet(LevelHandler.CurrentLevel.setName).objective3; //objectives.refreshLevelObjectives(); //copter instantiate if (copterSpawnPoint == null) { copterSpawnPoint = GameObject.Find("CopterSpawn"); } if (gameManager != null) { copter = Instantiate(gameManager.CurrentCopter, copterSpawnPoint.transform.position, Quaternion.identity) as GameObject; } copter.name = "Copter"; copterScript = copter.GetComponent <Copter>(); cargoSize = copterScript.cargo.maxCapacity; resetCountdown = 3f; if (GameObject.FindObjectOfType <TutorialScript> () == null) { StartCoroutine(PreGame()); } }
void PopulateObjectivesList(MissionObjectives mo, ScrollPanelWidget parent, ContainerWidget template) { parent.RemoveChildren(); foreach (var objective in mo.Objectives.OrderBy(o => o.Type)) { var widget = template.Clone(); var label = widget.Get <LabelWidget>("OBJECTIVE_TYPE"); label.GetText = () => objective.Type; var checkbox = widget.Get <CheckboxWidget>("OBJECTIVE_STATUS"); checkbox.IsChecked = () => objective.State != ObjectiveState.Incomplete; checkbox.GetCheckType = () => objective.State == ObjectiveState.Completed ? "checked" : "crossed"; checkbox.GetText = () => objective.Description; parent.AddChild(widget); } }
void PopulateObjectivesList(MissionObjectives mo, ScrollPanelWidget parent, ContainerWidget template) { parent.RemoveChildren(); foreach (var o in mo.Objectives.OrderBy(o => o.Type)) { var objective = o; // Work around the loop closure issue in older versions of C# var widget = template.Clone(); var label = widget.Get <LabelWidget>("OBJECTIVE_TYPE"); label.GetText = () => objective.Type == ObjectiveType.Primary ? "Primary" : "Secondary"; var checkbox = widget.Get <CheckboxWidget>("OBJECTIVE_STATUS"); checkbox.IsChecked = () => objective.State != ObjectiveState.Incomplete; checkbox.GetCheckType = () => objective.State == ObjectiveState.Completed ? "checked" : "crossed"; checkbox.GetText = () => objective.Description; parent.AddChild(widget); } }
// Use this for initialization void Start() { copter = GameObject.Find("Copter").GetComponent <Copter>(); objectives = GameObject.FindObjectOfType <MissionObjectives>(); manager = GameObject.FindObjectOfType <LevelManager>(); }
public MissionObjectiveProperties(ScriptContext context, Player player) : base(context, player) { mo = player.PlayerActor.Trait <MissionObjectives>(); shortGame = player.World.WorldActor.Trait <MapOptions>().ShortGame; }
public MissionObjectiveProperties(ScriptContext context, Player player) : base(context, player) { mo = player.PlayerActor.Trait <MissionObjectives>(); }