string GetAllianceString(SaveLua.Army.AllianceTypes value) { switch (value) { case SaveLua.Army.AllianceTypes.Ally: return("Ally"); case SaveLua.Army.AllianceTypes.Enemy: return("Enemy"); } return(""); }
public void RepaintArmy() { Repainting = true; ArmyNameInput.SetValue(SelectedArmy.Name); PlansInput.SetValue(SelectedArmy.Data.plans); ColorInput.SetValue(SelectedArmy.Data.color); UpdateColor(); FactionInput.value = SelectedArmy.Data.faction; MassInput.SetValue(SelectedArmy.Data.Economy.mass); EnergyInput.SetValue(SelectedArmy.Data.Economy.energy); foreach (UiAlliance utog in CreatedAllianceToggles) { Destroy(utog.gameObject); } CreatedAllianceToggles.Clear(); AllianceValues = MapLuaParser.Current.ScenarioLuaFile.GetAllArmies(); int ArmyCount = AllianceValues.Count; for (int i = 0; i < ArmyCount; i++) { if (SelectedArmy.Data == AllianceValues[i]) { continue; } GameObject NewToggleObj = Instantiate(TogglePrefab, TogglePrefab.transform.parent) as GameObject; NewToggleObj.transform.SetSiblingIndex(TogglePrefab.transform.GetSiblingIndex()); NewToggleObj.SetActive(true); UiAlliance UiToggle = NewToggleObj.GetComponent <UiAlliance>(); SaveLua.Army.AllianceTypes HasValue = SaveLua.Army.AllianceTypes.None; for (int a = 0; a < SelectedArmy.Data.Alliances.Count; a++) { if (SelectedArmy.Data.Alliances[a].ConnectedArmy == AllianceValues[i]) { switch (SelectedArmy.Data.Alliances[a].AllianceType) { case "Ally": HasValue = SaveLua.Army.AllianceTypes.Ally; break; case "Enemy": HasValue = SaveLua.Army.AllianceTypes.Enemy; break; default: Debug.LogError("Wrong alliance type! " + SelectedArmy.Data.Alliances[a].AllianceType); break; } break; } } UiToggle.Set(HasValue, AllianceValues[i].Name, OnAllianceChange, i); CreatedAllianceToggles.Add(UiToggle); } Repainting = false; }