public void SetUp(BuildingData _myDat, GUI_BuildingBarController _myCont)
 {
     myDat         = _myDat;
     nameText.text = myDat.name;
     img.sprite    = myDat.gfxSprite;
     myCont        = _myCont;
 }
Esempio n. 2
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    private void Awake()
    {
        if (s != null)
        {
            Debug.LogError(string.Format("More than one singleton copy of {0} is detected! this shouldn't happen.", this.ToString()));
        }
        s = this;

        myBuildingBarSlots = BuildingBarSlotsParent.GetComponentsInChildren <MiniGUI_BuildingBarSlot>();

        GameLoader.CallWhenLoaded(LoadBuildingSlots);
    }
Esempio n. 3
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    void DrawInventory()
    {
        print("Drawing inventory");

        // Draw the buildings
        bbar = GetComponent <GUI_BuildingBarController>();
        foreach (BuildingData dat in DataHolder.s.AllBuildings())
        {
            if (dat.playerBuildBarApplicable)
            {
                Instantiate(BuildingListingPrefab, BuildingsParent).GetComponent <MiniGUI_BuildingListing>().SetUp(dat, bbar);
            }
        }
        print(DataHolder.s.AllBuildings().Length.ToString() + " Buildings are put into building list");
    }
 private void Start()
 {
     bbarcont = GetComponent <GUI_BuildingBarController>();
     HideAllMenus();
 }
 private void Start()
 {
     myCont = GUI_BuildingBarController.s;
 }