Exemple #1
0
    public void Init(UIEmpireManager manager, List <HouseData> listbuilding)
    {
        if (buildings.Count > 0)
        {
            foreach (var building in buildings)
            {
                GameObject.Destroy(building.Value.gameObject);
            }
            buildings.Clear();
        }
        for (int i = 0; i < listbuilding.Count; i++)
        {
            HouseData  buildingtemp = listbuilding[i];
            GameObject buildingObj  = GameObject.Instantiate(buildingObject.buidingPrefab) as GameObject;
            buildingObj.SetActive(true);
            buildingObj.transform.SetParent(buildingObject.buidingRoot.transform);
            buildingObj.transform.localPosition = new Vector3(0, -buildingSize.y * i);
            buildingObj.transform.localScale    = new Vector3(1, 1, 1);
            buildingObj.transform.localRotation = Quaternion.identity;
            UIEmpireBuilding building = buildingObj.GetComponent <UIEmpireBuilding>();
            building.Init(buildingtemp, buildingtemp.Id);

            buildings[buildingtemp.Id] = building;
        }

        buildingObject.rectTranformBackground               = buildingObject.buidingRootBackground.GetComponent <RectTransform>();
        buildingObject.rectTranformBackground.sizeDelta     = new Vector2(80, buildingSize.y * listbuilding.Count);
        buildingObject.rectTranformBackground.localPosition = new Vector3(0, -1000, 0);
    }
Exemple #2
0
    IEnumerator Start()
    {
        Instance = this;

        Localization();
        _timerRequestSilverBank = Time.time;
        _controller             = new EmpireController(this);
        houseDataSelected       = null;

        rectMap             = empireMap.GetComponent <RectTransform>();
        listBuidingFinished = new List <UIEmpireBuildingFinished>();

        InitLand();

        yield return(StartCoroutine(empireMap.Init()));

        StartCoroutine(InitOldBuiding());
    }
Exemple #3
0
    public void Init(UIEmpireManager manager)
    {
        int numhouse = LandConfig.HOUSE_DATA.Count;

        int numHouseView = 0;
        int i            = 0;

        foreach (var house in LandConfig.HOUSE_DATA)
        {
            int id = house.Key;

            if (id <= 65)
            {
                GameObject buildingObj = GameObject.Instantiate(buildingObject.buidingPrefab) as GameObject;
                buildingObj.SetActive(true);
                buildingObj.transform.SetParent(buildingObject.buidingRoot.transform);
                buildingObj.transform.localPosition = new Vector3(0, -buildingSize.y * i);
                buildingObj.transform.localScale    = new Vector3(1, 1, 1);
                buildingObj.transform.localRotation = Quaternion.identity;
                UIEmpireBuilding building = buildingObj.GetComponent <UIEmpireBuilding>();
                building.Init(house.Value, id);
                buildings[id] = building;
                numHouseView++;
            }

            if (id >= 65 && id <= 90)
            {
                buildings[65].addSubBuilding(house.Value);
            }

            i++;
        }

        buildingObject.rectTranformBackground               = buildingObject.buidingRootBackground.GetComponent <RectTransform>();
        buildingObject.rectTranformBackground.sizeDelta     = new Vector2(80, buildingSize.y * (numHouseView + 1));
        buildingObject.rectTranformBackground.localPosition = new Vector3(0, -1000, 0);
    }
 public EmpireController(UIEmpireManager manager)
     : base()
 {
     _manager = manager;
     islock   = false;
 }