//====================================================================== /// <summary> /// Open the building UI. /// </summary> /// <param name="activities">Available activities to display.</param> /// <param name="actQ">Current queue of activities to display.</param> public void Open(Activity[] activities, ActivityQueue actQ) { Assert.IsTrue(activities.Length == MAX_ACTIVITIES); for (int i = 0; i < MAX_ACTIVITIES; i++) { if (activities [i] != null) { buttons [i].enabled = true; buttons [i].GetComponentInChildren <Text> ().text = activities [i].title; buttons [i].onClick.AddListener(activities [i].effect); } else { buttons [i].enabled = false; buttons [i].GetComponentInChildren <Text> ().text = ""; } } gameObject.SetActive(true); }
//====================================================================== protected override void Awake() { base.Awake(); actQ = new ActivityQueue(); ((BuildingView)view).Init(activities, actQ); }
//====================================================================== /// <summary> /// Initialize this behaviour, setting the needed references. /// </summary> /// <param name="activities"> /// Reference to the available Activities of this building. /// </param> /// <param name="actQ"> /// Reference to the queue of activities oredered to this building. /// </param> public void Init(Activity[] activities, ActivityQueue actQ) { _activities[0] = activities[0]; _actQ = actQ; }