public async void Load_new_data(Building building) { gameObject.SetActive(true); this.building = building; Data_player_building data_player_building = building.B_data_player_building; Data_building data_building = await SQL_Manager.Select <Data_building>("Building", data_player_building.Id_building); G_Name.text = data_building.Name; G_time.text = "Time: " + building.time.ToString() + " Sec"; G_item1.Refresh(building.Id_i1); }
async Task Refresh_Company_data() { //wczytywanie zawartosci wybranego budynku string p1 = D_Company_A.options[D_Company_A.value].text; string p2 = D_Company_B.options[D_Company_B.value].text; p1 = p1.Substring(0, p1.LastIndexOf("#")); p2 = p2.Substring(0, p2.LastIndexOf("#")); building1 = await SQL_Manager.Select <Data_player_building>("Player_building", int.Parse(p1)); building2 = await SQL_Manager.Select <Data_player_building>("Player_building", int.Parse(p2)); }
private async void Start() { Panel = transform.GetChild(0).gameObject; Name = transform.GetChild(1).GetComponent <TextMeshProUGUI>(); Panel.GetComponent <Image>().color = new Color(Random.Range(0.1f, 1f), Random.Range(0.1f, 1f), Random.Range(0.1f, 1f), 0.4f); Name = transform.GetChild(1).GetComponent <TextMeshProUGUI>(); Panel.GetComponent <Button>().onClick.AddListener(() => Show_building_interface()); Data = transform.parent.parent.GetComponent <Building>().B_data_player_building; Datab = transform.parent.parent.GetComponent <Building>().B_data_building; Set_position(); Refresh(Datab); }
public async void New_Select(Data_player_building d1, List <Data_item_stack> output) { Refresh_Lists(); this.Output = output; List <Data_item_stack> Data = await SQL_Manager.Select <Data_item_stack>("Item_list", d1.Id_list, true); foreach (var d in Data) { GameObject item = new Gui_item().Get_new_objectSQL(d, null); item.transform.parent = content_A.transform; item.GetComponent <Gui_item>().Button.onClick.AddListener(() => Select_Company(item)); List_from.Add(item); } }
public void Load_building(Gui_building_icon icon) { GameObject temp = null; Data_player_building data = new Data_player_building() { Id = 0, Id_building = 0, Id_list = 0, Id_player = 0, Location = "0,0,0" }; if (icon.Data.Id_type == 0) { temp = new Shop().Get_new_objectSQL(data, icon.Data); } if (icon.Data.Id_type == 1) { temp = new Factoy().Get_new_objectSQL(data, icon.Data); } if (icon.Data.Id_type == 2) { temp = new House().Get_new_objectSQL(data, icon.Data); } if (icon.Data.Id_type == 3) { temp = new Farm().Get_new_objectSQL(data, icon.Data); } if (temp != null) { GameObject budynki = GameObject.Find("budynki"); if (budynki is null) { budynki = new GameObject("budynki"); } temp.transform.parent = budynki.transform; Acction a1 = new A_place(temp); Acction a2 = new A_send_to_DB(temp, icon.Data); temp.GetComponent <Entity>().Add_action(a1); temp.GetComponent <Entity>().Add_action(a2); temp.GetComponent <Entity>().Start_actions(); } }
async void Send_data() { Data_item_list data_list = new Data_item_list() { Name = "List#" + Random.Range(1000, 10000) }; string new_id = await SQL_Manager.Insert <Data_item_list>("Item_list", data_list); Data_building b = (Data_building)B_obj; Vector3 pos = A_obj.transform.position; data_pb = new Data_player_building(); data_pb.Id_building = b.Id; data_pb.Id_player = 1; data_pb.Id_list = int.Parse(new_id); data_pb.Location = Mathf.RoundToInt(pos.x).ToString() + ",0," + Mathf.RoundToInt(pos.z).ToString(); string building_id = await SQL_Manager.Insert <Data_player_building>("Player_building", data_pb); A_obj.GetComponent <Building>().B_data_player_building = data_pb; A_obj.GetComponent <Building>().B_data_building = b; A_obj.GetComponent <Building>().B_data_player_building.Id = int.Parse(building_id); }
public A_create_new_item(Data_player_building data_building, int itemId) : base(null, null) { this.data_building = data_building; this.itemId = itemId; }