Exemple #1
0
    private void AddEffect(Transform container, R type, float value)
    {
        GameObject     go   = Instantiate(EffectPrefab, container);
        UIPropertyView uipv = go.GetComponent <UIPropertyView>();

        uipv.SetProperty(type.ToString());
        uipv.SetValue(float.MaxValue, value);
    }
Exemple #2
0
    private void AddEffect(R type, float value)
    {
        GameObject     go   = Instantiate(EffectPrefab, EffectsGrid);
        UIPropertyView uipv = go.GetComponent <UIPropertyView>();

        uipv.StringFormat = "";
        uipv.SetProperty(type.ToString());
        uipv.SetValue(float.MaxValue, value);
    }
Exemple #3
0
    void Start()
    {
        _unitTypesConfig = GameConfig.Get <UnitTypesConfig>();
        _unit            = _unitTypesConfig[UnitTypeIndex];
        GameModel.HandleGet <HexModel>(OnHexModelChange);

        Button.onClick.AddListener(OnButtonClick);

        Name.text = _unit.Name;
        Body.SetValue(_unit.Body);
        Mind.SetValue(_unit.Mind);
        Soul.SetValue(_unit.Soul);

        ResistanceTemperature.SetPosition(_unit.Temperature);
        ResistancePressure.SetPosition(_unit.Pressure);
        ResistanceHumidity.SetPosition(_unit.Humidity);
        ResistanceRadiation.SetPosition(_unit.Radiation);

        UIPropertyView currentEffect = Effect1;

        if (_unit.ITemperature != 0)
        {
            SetEffectValue(currentEffect, R.Temperature);
            currentEffect = Effect2;
        }
        if (_unit.IPressure != 0)
        {
            SetEffectValue(currentEffect, R.Pressure);
            currentEffect = Effect2;
        }
        if (_unit.IHumidity != 0)
        {
            SetEffectValue(currentEffect, R.Humidity);
            currentEffect = Effect2;
        }
        if (_unit.IRadiation != 0)
        {
            SetEffectValue(currentEffect, R.Radiation);
        }
    }
Exemple #4
0
 private void SetEffectValue(UIPropertyView Effect, R type)
 {
     Effect.SetProperty(type.ToString());
     Effect.SetValue(Convert.ToSingle(GetUnitImpactValue(_unit, type)));
 }