// ---------------------------------------------------------------- // Initialize // ---------------------------------------------------------------- public void Initialize(ClustSelController clustSelController, Transform tf_parent, int worldIndex, Vector2 myPos) { this.clustSelController = clustSelController; this.WorldIndex = worldIndex; // Parent jazz! GameUtils.ParentAndReset(this.gameObject, tf_parent); this.gameObject.name = "World " + worldIndex; myRectTransform.anchoredPosition = myPos; // Look right! t_worldName.text = "World " + worldIndex; MakeClustRows(); UpdateYouAreHereIconPos(); // Start with last-played cluster selected. { int clustIndex = GameManagers.Instance.DataManager.LastPlayedClustIndex(worldIndex); ClustRow clustRow = GetClustRow(clustIndex); if (clustRow != null) { UnityEngine.EventSystems.EventSystem.current.SetSelectedGameObject(clustRow.gameObject); } } }
private void UpdateYouAreHereIconPos() { int clustIndex = GameManagers.Instance.DataManager.LastPlayedClustIndex(WorldIndex); ClustRow clustRow = GetClustRow(clustIndex); if (clustRow != null) { i_youAreHereIcon.transform.position = clustRow.transform.position + new Vector3(-25, -29); // hacky hardcoded offset. } //RoomData roomData = GameManagers.Instance.DataManager.LastPlayedRoomData(WorldIndex);//GameManagers.Instance.DataManager.currRoomData; //bool doShowIcon = roomData!=null && roomData.MyCluster!=null && roomData.MyCluster.IsUnlocked; //i_youAreHereIcon.enabled = doShowIcon; //if (doShowIcon) { // i_youAreHereIcon.transform.position = clustRows[roomData.MyCluster.ClustIndex].transform.position + new Vector3(-25,-29); // hacky hardcoded offset. //} }
private void MakeClustRows() { WorldData myWorldData = GameManagers.Instance.DataManager.GetWorldData(WorldIndex); int NumClusts = myWorldData.clusters.Count; float tempY = 0; const float gapY = 6; clustRows = new ClustRow[NumClusts]; for (int i = 0; i < NumClusts; i++) { RoomClusterData clustData = myWorldData.clusters[i]; ClustRow newObj = Instantiate(ResourcesHandler.Instance.ClustSelListClustRow).GetComponent <ClustRow>(); Vector2 objPos = new Vector2(0, tempY); newObj.Initialize(clustSelController, this, clustData, objPos); clustRows[i] = newObj; tempY -= newObj.Size.y + gapY; } // Size meee myRectTransform.sizeDelta = new Vector2(myRectTransform.rect.size.x, Mathf.Abs(tempY) + 0); }