public void SetGroup(MapLua.SaveLua.Army Owner, MapLua.SaveLua.Army.UnitsGroup Data, MapLua.SaveLua.Army.UnitsGroup Parent, bool root)
    {
        this.Owner  = Owner;
        this.Source = Data;
        this.Parent = Parent;
        IsRoot      = root;

        IsExpanded    = Data.Expanded;
        Data.Instance = this;

        if (IsRoot)
        {
            GroupName.text = Owner.Name;
            //NameInputField.SetValue(Owner.Name);
            RemoveButton.SetActive(false);
            //UnitsCount.gameObject.SetActive(false);
        }
        else
        {
            GroupName.text = Source.Name;
            //NameInputField.SetValue(Source.Name);
            RemoveButton.SetActive(true);
            //UnitsCount.gameObject.SetActive(true);
        }
        UpdateValues(Source.Units.Count, Source.UnitGroups.Count);


        RenameEnd();
        Selection.color = ColorNormal;
        GroupName.color = IsRoot ? NameRoot : NameGroup;
    }
Exemple #2
0
        public bool AddDataToArmy(SaveLua.Army ArmyData)
        {
            for (int c = 0; c < Data.Configurations.Length; c++)
            {
                for (int t = 0; t < Data.Configurations[c].Teams.Length; t++)
                {
                    for (int a = 0; a < Data.Configurations[c].Teams[t].Armys.Count; a++)
                    {
                        if (Data.Configurations[c].Teams[t].Armys[a].Name == ArmyData.Name)
                        {
                            Data.Configurations[c].Teams[t].Armys[a].Data = ArmyData;
                            return(true);
                        }
                    }
                }

                for (int a = 0; a < Data.Configurations[c].ExtraArmys.Count; a++)
                {
                    if (Data.Configurations[c].ExtraArmys[a].Name == ArmyData.Name)
                    {
                        Data.Configurations[c].ExtraArmys[a].Data = ArmyData;
                        return(true);
                    }
                }
            }

            //No army found - Force new army
            if (Data.Configurations.Length > 0 && Data.Configurations[0].Teams.Length > 0)
            {
                Army NewArmy = new Army();
                NewArmy.Name   = ArmyData.Name;
                NewArmy.NoRush = new NoRusnOffset();
                NewArmy.Data   = ArmyData;

                Data.Configurations[0].Teams[0].Armys.Add(NewArmy);
                return(true);
            }

            return(false);            // Unable to add new army
        }
Exemple #3
0
 public Army(string name)
 {
     Name   = name;
     Data   = new SaveLua.Army();
     NoRush = new NoRusnOffset();
 }