public void SetValue(MainGui gui, Charateristic value, Charateristic parent, Charateristic champion) { Name.text = value.CharateristicType.ToString(); Value.text = value.Value.ToString(); ParentValue.text = parent.Value.ToString(); int championValue = champion == null ? 0 : champion.Value; ChampionValue.text = champion == null ? string.Empty : championValue.ToString(); if (value.Value > parent.Value || (value.Value > championValue && championValue != 0)) { Value.color = gui.GameColors.Best; ParentValue.color = value.Value > parent.Value ? gui.GameColors.Worst : Color.black; ChampionValue.color = value.Value > championValue ? gui.GameColors.Worst : Color.black; } else if (value.Value < parent.Value || (value.Value < championValue && championValue != 0)) { Value.color = gui.GameColors.Worst; ParentValue.color = value.Value < parent.Value ? gui.GameColors.Best : Color.black; ChampionValue.color = value.Value < championValue ? gui.GameColors.Best : Color.black; } else { Value.color = Color.black; ParentValue.color = Color.black; ChampionValue.color = Color.black; } }
private void RefreshDetail(House house) { Detail.SetActive(Guy != null && Guy.Id != 0); if (Guy != null && Guy.Id != 0) { Detail.GetComponent <Image>().color = Guy.Man ? GameColors.Man : GameColors.Woman; GuyName.text = Guy.FamillyName + ":" + Guy.Id; GuyParent.text = Guy.Man ? "Dad" : "Mom"; for (int i = 0; i < 8; i++) { Charateristic parent = Guy.Man ? house.Dad.Charateristics[i] : house.Mom.Charateristics[i]; Charateristic champion = house.Champion == null || house.Champion.Id == 0 ? null : house.Champion.Charateristics[i]; Charateristics[i].SetValue(this, Guy.Charateristics[i], parent, champion); } PromoteParent.interactable = Guy != house.Dad && Guy != house.Mom && Guy != house.Champion; PromoteChampion.interactable = Guy != house.Dad && Guy != house.Mom && Guy != house.Champion; PromoteParent.GetComponentInChildren <Text>().text = Guy.Man ? "Promote Dad" : "Promote Mom"; Sacrifice.interactable = Guy != house.Dad && Guy != house.Mom && Guy != house.Champion; PromoteHouse.interactable = Guy != house.Dad && Guy != house.Mom && Guy != house.Champion && house.HouseGuys.Count < house.HouseSize && house.Nurcery.Contains(Guy); for (int index = 0; index < this.Tabs.Length; index++) { if (index == HouseIndex) { TransfertButtons[index].GetComponent <Button>().interactable = false; } else { TransfertButtons[index].GetComponent <Button>().interactable = Guy != house.Dad && Guy != house.Mom && Guy != house.Champion; } if (index < Engine.Houses.Count) { TransfertButtons[index].GetComponent <Button>().interactable &= Engine.Houses[index].HouseGuys.Count < Engine.Houses[index].HouseSize; TransfertButtons[index].GetComponentInChildren <Text>().text = "Transfert to " + Engine.Houses[index].Type.ToString(); TransfertButtons[index].gameObject.SetActive(true); } else { TransfertButtons[index].gameObject.SetActive(false); } } } }