private void IncreaseIP() { App app = UnityEngine.Object.FindObjectOfType <App>(); Nation player = State.getNations()[app.GetHumanIndex()]; PlayerPayer.payForIP(player); Debug.Log("Increasing AP"); if (player.getNumberResource(MyEnum.Resources.spice) < 1 || player.getAP() < 1 || player.getNumberGood(MyEnum.Goods.furniture) < 1) { encourageCapitalists.interactable = false; } MyEnum.Era era = State.era; if (era == MyEnum.Era.Middle && player.getNumberGood(MyEnum.Goods.paper) < 1) { encourageCapitalists.interactable = false; } if (era == MyEnum.Era.Late && (player.getNumberGood(MyEnum.Goods.telephone) < 1 || player.getNumberGood(MyEnum.Goods.auto) < 1)) { encourageCapitalists.interactable = false; } PlayerReceiver.receiveIP(player); currentIP.text = player.getIP().ToString(); capLevel.text = player.getInvestmentLevel().ToString(); AP.text = player.getAP().ToString(); }
/// <summary> /// 接受服务器的响应 /// </summary> /// <param name="operationResponse"></param> public void OnOperationResponse(OperationResponse operationResponse) { LogManager.Log(operationResponse.ToStringFull()); byte opCode = operationResponse.OperationCode; byte subCode = (byte)operationResponse[80]; //转接 switch (opCode) { case OperationCode.AccountCode: AccountReceiver.OnReceive(subCode, operationResponse); break; case OperationCode.PlayerCode: PlayerReceiver.OnReceive(subCode, operationResponse); break; case OperationCode.SelectCode: SelectReceiver.OnReceive(subCode, operationResponse); break; case OperationCode.BattleCode: BattleReceiver.OnReceive(subCode, operationResponse); break; } }
private void cancelProduction() { MyEnum.Goods factoryType = (MyEnum.Goods)System.Enum.Parse(typeof(MyEnum.Goods), goodType.text); App app = UnityEngine.Object.FindObjectOfType <App>(); Nation player = State.getNations()[app.GetHumanIndex()]; int amountToCancel = player.industry.getGoodProducing(factoryType); PlayerReceiver.receiveFromCancelingProduction(player, factoryType, amountToCancel); cancel.transform.localScale = new Vector3(0, 0, 0); cancel.interactable = false; produceGoods.transform.localScale = new Vector3(1, 1, 1); float ableToProduce = player.industry.determineCanProduce(factoryType, player); canProduce.text = ableToProduce.ToString(); factorySlider.maxValue = (float)Math.Floor(ableToProduce); factorySlider.value = 0; Debug.Log("Max slider value: " + factorySlider.maxValue); if (factorySlider.maxValue >= 1 && player.industry.getGoodProducing(factoryType) == 0) { factorySlider.interactable = true; produceGoods.interactable = true; } else { factorySlider.interactable = false; produceGoods.interactable = false; } }
public void researchTech() { string techName = hiddenTechName.text; Debug.Log(techName); Technology tech = State.GetTechnologies()[techName]; App app = UnityEngine.Object.FindObjectOfType <App>(); Nation player = State.getNations()[app.GetHumanIndex()]; PlayerPayer.PayForTechnology(player, techName); PlayerReceiver.addNewTech(player, tech); PlayerReceiver.registerTechChanges(tech, player); tech.SetDiscovered(true); tech.SetDiscoveredBy(player.getIndex()); research.interactable = false; researchPoints.text = player.Research.ToString(); numberPattents.text = player.getNumberPattents().ToString(); GameObject buttonOfResearchedTech = GetChildWithName.getChildWithName(techTreeConnector, tech.GetTechName()); Image image = buttonOfResearchedTech.GetComponent <Image>(); image.sprite = Resources.Load("AlchemistUITools/SteamContent/Sprites/Buttons/QuadroBtnBg", typeof(Sprite)) as Sprite; RectTransform imageTransform = image.rectTransform; imageTransform.ForceUpdateRectTransforms(); uI_updater.updateUI(); }
public void UpgradeFactory() { App app = UnityEngine.Object.FindObjectOfType <App>(); string type = GetComponentInChildren <Text>().text; // MyEnum.Goods goodType = (MyEnum.Goods)System.Enum.Parse(typeof(MyEnum.Goods), type); Nation player = State.getNations()[app.GetHumanIndex()]; PlayerPayer.payForFactory(player, good); player.industry.setFactoryLevel(good, player.industry.getFactoryLevel(good) + 1); int factoryLevel = player.industry.getFactoryLevel(good); if (factoryLevel == 1) { productionLevelImage.sprite = Resources.Load("Sprites/factorySmall", typeof(Sprite)) as Sprite; } if (factoryLevel == 2) { productionLevelImage.sprite = Resources.Load("Sprites/FactoryBig") as Sprite; } PlayerReceiver.increaseFactoryLevel(player, good); float ableToProduce = player.industry.determineCanProduce(good, player); canProduce.text = "Able to Produce: " + ableToProduce.ToString(); slider.maxValue = (float)Math.Floor(ableToProduce); APValue.text = player.getAP().ToString(); button.interactable = false; }
/* private void buildNavy() * { * App app = UnityEngine.Object.FindObjectOfType<App>(); * int playerIndex = app.GetHumanIndex(); * Nation player = State.getNations()[playerIndex]; * if (player.GetTechnologies().Contains("oil_powered_ships")) * { * PlayerPayer.PayDreadnought(player); * player.seaForces.dreadnought.addUnit(); * } * * else if (player.GetTechnologies().Contains("ironclad")) * { * PlayerPayer.PayIronClad(player); * player.seaForces.ironclad.addUnit(); * } * else * { * PlayerPayer.PayFrigate(player); * player.seaForces.frigate.addUnit(); * } * uiUpdater.updateUI(); * * } */ private void getCultureCards() { selfProvince.SetActive(false); otherProvince.SetActive(false); progressPanel.SetActive(false); coordinator.progressFlag = false; App app = UnityEngine.Object.FindObjectOfType <App>(); Nation player = State.getNations()[app.GetHumanIndex()]; PlayerPayer.payForDevelopmentAction(player, 1); MyEnum.cultCard newCard = PlayerReceiver.collectCultureCard(player); uiUpdater.updateUI(); Stack <CultureCard> remainingCultCards = State.getCultureDeck(); HashSet <CultureCard> cultDeckSet = new HashSet <CultureCard>(remainingCultCards); List <MyEnum.cultCard> playerCultHand = new List <MyEnum.cultCard>(player.getCultureCards()); HashSet <CultureCard> playerCultSet = new HashSet <CultureCard>(remainingCultCards); foreach (MyEnum.cultCard cardName in playerCultHand) { CultureCard card = State.getCultureCardByName(cardName); playerCultSet.Add(card); } updateCultureCardBook(newCard); showCultureHandPanel(); }
private void getTacticCards() { Debug.Log("press tactic cards"); App app = UnityEngine.Object.FindObjectOfType <App>(); Nation player = State.getNations()[app.GetHumanIndex()]; //.................... PlayerPayer.payTacticCards(player); PlayerReceiver.collectTacticCards(player); drawTacticCards.interactable = true; MyEnum.Era era = State.era; if (player.getNumberGood(MyEnum.Goods.arms) < 1 || player.getAP() < 1 || player.getNumberResource(MyEnum.Resources.spice) < 1) { drawTacticCards.interactable = false; } if (era != MyEnum.Era.Early) { if (player.getNumberGood(MyEnum.Goods.furniture) < 1) { drawTacticCards.interactable = false; } } if (era == MyEnum.Era.Late && player.getNumberGood(MyEnum.Goods.auto) < 1) { drawTacticCards.interactable = false; } showTacticsHandPanel(); AP.text = player.getAP().ToString(); }
/* private void IncreasePOP() * { * App app = UnityEngine.Object.FindObjectOfType<App>(); * Nation player = State.getNations()[app.GetHumanIndex()]; * PlayerPayer.payForMorePOP(player); * uiUpdater.updateUI(); * } */ private void IncreaseIP() { App app = UnityEngine.Object.FindObjectOfType <App>(); Nation player = State.getNations()[app.GetHumanIndex()]; PlayerPayer.payForDevelopmentAction(player, 1); Debug.Log("Increasing AP"); PlayerReceiver.receiveIP(player); uiUpdater.updateUI(); }
public void addAP() { App app = UnityEngine.Object.FindObjectOfType <App>(); Nation player = State.getNations()[app.GetHumanIndex()]; PlayerPayer.payForAP(player); PlayerReceiver.collectAP(player, 5); uiUpdater.updateUI(); }
private void addResearchPoints() { App app = UnityEngine.Object.FindObjectOfType <App>(); Nation player = State.getNations()[app.GetHumanIndex()]; PlayerPayer.PayForResearch(player); PlayerReceiver.CollectResearchPoints(player); currentResearchPoints.text = player.Research.ToString(); numberPattents.text = player.getNumberPattents().ToString(); Debug.Log("fff"); }
private void addResearchPoints() { Debug.Log("Doing Research"); App app = UnityEngine.Object.FindObjectOfType <App>(); Nation player = State.getNations()[app.GetHumanIndex()]; PlayerPayer.payForDevelopmentAction(player, 1); PlayerReceiver.CollectResearchPoints(player); uiUpdater.updateUI(); }
private void getCultureCards() { App app = UnityEngine.Object.FindObjectOfType <App>(); Nation player = State.getNations()[app.GetHumanIndex()]; PlayerPayer.payForCultureCard(player); MyEnum.cultCard newCard = PlayerReceiver.collectCultureCard(player); MyEnum.Era era = State.era; if (player.getNumberGood(MyEnum.Goods.paper) < 1 || player.getAP() < 1) { drawCultureCards.interactable = false; } if (era != MyEnum.Era.Late && player.getNumberResource(MyEnum.Resources.spice) < 1) { drawCultureCards.interactable = false; } if (era != MyEnum.Era.Early) { if (player.getNumberGood(MyEnum.Goods.clothing) < 1) { drawCultureCards.interactable = false; } } if (era == MyEnum.Era.Late && player.getNumberGood(MyEnum.Goods.telephone) < 1) { drawCultureCards.interactable = false; } Stack <CultureCard> remainingCultCards = State.getCultureDeck(); HashSet <CultureCard> cultDeckSet = new HashSet <CultureCard>(remainingCultCards); List <MyEnum.cultCard> playerCultHand = new List <MyEnum.cultCard>(player.getCultureCards()); HashSet <CultureCard> playerCultSet = new HashSet <CultureCard>(remainingCultCards); foreach (MyEnum.cultCard cardName in playerCultHand) { CultureCard card = State.getCultureCardByName(cardName); playerCultSet.Add(card); } if (cultDeckSet.IsSubsetOf(playerCultSet)) { drawCultureCards.interactable = false; } AP.text = player.getAP().ToString(); // numberCultureCards.text = player.getCultureCards().Count.ToString(); cultureLevel.text = player.getCulureLevel().ToString(); updateCultureCardBook(newCard); showCultureHandPanel(); }
// Use this for initialization void Start() { list = new ArrayList (); myGame = (Game)GameObject.Find ("Game").GetComponent<Game> (); sm = (SoundManager)GameObject.Find ("SoundManager").GetComponent<SoundManager> (); player = (PlayerReceiver)GameObject.Find ("Player").GetComponent<PlayerReceiver>(); playerObj = GameObject.Find ("Player"); menuStyle = new GUIStyle (); menuStyle.fontSize = Mathf.RoundToInt (Screen.height * 0.05f); menuStyle.normal.textColor = Color.white; menuStyle.font = (Font)Resources.Load ("Fonts/After_Shok"); background = new Texture2D (1, 1, TextureFormat.RGB24, false); foreground = (Texture2D)Resources.Load ("Textures/CrimsonSwirl"); foreground2 = (Texture2D)Resources.Load ("Textures/EmeraldSwirl"); background.SetPixel (0, 0, Color.black); background.Apply (); display = true; inventory = false; charWindow = false; skills = false; quests = false; pause = false; }