Esempio n. 1
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    /// <summary>
    /// Copy from loaded item.
    /// shouldn't copy non-serialized fields
    /// </summary>
    /// <param name="source"> source for copying </param>
    public override void Copy(AbstractObject source)
    {
        base.Copy(source);
        GameAbstractItem itm = source as GameAbstractItem;

        m_workers = itm.m_workers;
    }
Esempio n. 2
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    /// <summary>
    /// parsing excel data into current format
    /// </summary>
    /// <param name="itm">target</param>
    /// <param name="repItm">source</param>
    /// <returns> parsed item </returns>
    public static new AbstractObject Parse(AbstractObject itm, ExcelLoading.AbstractObject repItm)
    {
        Localization loc = Localization.GetLocalization();

        ExcelLoading.ScienceItem rep = (ExcelLoading.ScienceItem)repItm;
        Science scs = (Science)itm;

        scs.m_repItem             = rep;
        scs.m_tooltipCount        = loc.m_ui.m_scienceCount;
        scs.m_tooltipProductivity = loc.m_ui.m_scienceProductivity;
        Productions.AddProduction(scs, "science");

        return(GameAbstractItem.Parse(itm, repItm));
    }
Esempio n. 3
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    /// <summary>
    /// Numbers outputs
    /// </summary>
    void PrintTextValue()
    {
        m_txtCount.text = m_thisItem.GetCountString();
        GameAbstractItem itm = m_thisItem as GameAbstractItem;

        if (itm != null && m_txtCount != null)
        {
            m_workers.text     = itm.m_workers.ToString();
            m_productText.text = m_thisItem.GetProductivityString();
            if (m_thisItem.m_isItDestroyable)
            {
                m_damagedText.text = ((Items)m_thisItem).GetDamagedString();
            }
        }
    }
Esempio n. 4
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    /// <summary>
    /// Check + and - buttons conditions: should it be enabled or not?
    /// </summary>
    void CheckButtons()
    {
        if (m_people.WorkersNumber > 0 && m_thisItem.m_isItIterable && !_isButtonPlusEnabled)
        {
            m_plus.interactable  = true;
            _isButtonPlusEnabled = true;
        }

        GameAbstractItem itm = m_thisItem as GameAbstractItem;

        if (itm != null && itm.m_workers > 0 && m_thisItem.m_isItIterable && !_isButtonMinusEnabled)
        {
            m_minus.interactable  = true;
            _isButtonMinusEnabled = true;
        }
    }
Esempio n. 5
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    /// <summary>
    /// parsing excel data into current format
    /// </summary>
    /// <param name="mat">target</param>
    /// <param name="rep">source</param>
    /// <returns> parsed item </returns>
    /// <returns></returns>
    public static new AbstractObject Parse(AbstractObject mat, ExcelLoading.AbstractObject rep)
    {
        AbstractAnimal ani = mat as AbstractAnimal;

        ExcelLoading.AbstractAnimal aniRep = rep as ExcelLoading.AbstractAnimal;
        if (ani != null && aniRep != null)
        {
            ani.m_butcheringPerPerson = GameAbstractItem.ParseDependencyCounts(aniRep.butchering_per_person);
        }
        else
        {
            Debug.Log("AbstractAnimal.Parse: critical parse error");
        }

        return(Resource.Parse(mat, rep));
    }
Esempio n. 6
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    /// <summary>
    /// Enable/disable buttons
    /// </summary>
    void ChangeButtonsConditions()
    {
        if (!m_thisItem.m_isItIterable)
        {
            _isButtonPlusEnabled = false;
            m_plus.interactable  = false;
        }
        else if (m_people != null)
        {
            if (m_people.WorkersNumber == 0 && _isButtonPlusEnabled)
            {
                m_plus.interactable  = false;
                _isButtonPlusEnabled = false;
            }
            else if (m_people.WorkersNumber > 0 && !_isButtonPlusEnabled)
            {
                _isButtonPlusEnabled = true;
                m_plus.interactable  = true;
            }
        }

        GameAbstractItem itm = m_thisItem as GameAbstractItem;

        if (itm != null && itm.m_workers == 0 && _isButtonMinusEnabled)
        {
            _isButtonMinusEnabled = false;
            m_minus.interactable  = false;
        }

        if (m_thisItem.CheckUpgradeConditions() && m_thisItem.m_isItIterable)
        {
            if (!_isUpgradeButtonEnabled)
            {
                m_up.interactable = true;
            }
            _isUpgradeButtonEnabled = true;
        }
        else
        {
            if (_isUpgradeButtonEnabled)
            {
                m_up.interactable = false;
            }
            _isUpgradeButtonEnabled = false;
        }
    }
Esempio n. 7
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    /// <summary>
    /// Button + click function. Set only one worker
    /// </summary>
    public void ButtonPlusClick()
    {
        GameAbstractItem itm = m_thisItem as GameAbstractItem;

        if (itm != null && m_people.GetWorker())
        {
            itm.m_workers++;

            if (itm.m_workers == 1)
            {
                m_minus.interactable  = true;
                _isButtonMinusEnabled = true;
            }

            m_workers.text = itm.m_workers.ToString();
        }
    }
Esempio n. 8
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    /// <summary>
    /// parsing excel data into current format
    /// </summary>
    /// <param name="itm">target</param>
    /// <param name="repItm">source</param>
    /// <returns> parsed item </returns>
    public static new AbstractObject Parse(AbstractObject itm, ExcelLoading.AbstractObject repItm)
    {
        ExcelLoading.MaterialItem rep = (ExcelLoading.MaterialItem)repItm;
        GameMaterial mat = (GameMaterial)itm;

        mat.m_size      = rep.container;
        mat.m_container = rep.container_type.ParseCont();
        string[] prods = rep.production_type.Split('&');
        foreach (string prod in prods)
        {
            string prodTmp = prod.Trim();
            mat.m_productionType.Add(prodTmp);
            Productions.AddProduction(mat, prodTmp);
        }
        mat.m_onWork = mat.WorkComplite;

        return(GameAbstractItem.Parse(mat, rep));
    }
Esempio n. 9
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    /// <summary>
    /// parsing excel data into current format
    /// </summary>
    /// <param name="mat">target</param>
    /// <param name="rep">source</param>
    /// <returns> parsed item </returns>
    /// <returns></returns>
    public static new AbstractObject Parse(AbstractObject mat, ExcelLoading.AbstractObject rep)
    {
        DomesticAnimal ani = mat as DomesticAnimal;

        ExcelLoading.DomesticAnimalItem aniRep = rep as ExcelLoading.DomesticAnimalItem;
        if (ani != null && aniRep != null)
        {
            ani.m_container            = aniRep.storageType.ParseCont();
            ani.m_producePerPerson     = aniRep.produce_per_person;
            ani.m_foodType             = GameAbstractItem.ParseDependencyCounts(aniRep.foodType);
            ani.m_additionalProduction = GameAbstractItem.ParseDependencyCounts(aniRep.additionalProducts);
            //link to domesticAnimal!!!
            _sAllDomesticAnimal.Add(ani);
        }
        else
        {
            Debug.Log("WildAnimal.Parse: critical parse error");
        }

        return(AbstractAnimal.Parse(mat, rep));
    }
Esempio n. 10
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    /// <summary>
    /// loading data from xml files
    /// </summary>
    public void Loading()
    {
        //order is important! from parents to children, science the last one
        EffectTypeHolder.Load("effect_map");
        MineralResource.Load("mineralResource_Map");
        //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount());
        Resource.Load("resource_Map");
        //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount());
        GameMaterial.Load("materials_Map");
        //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount());
        Items.Load("items_Map");
        //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount());
        Buildings.Load("buildings_Map");
        //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount());
        Army.Load("army_map");
        //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount());
        Process.Load("process_map");
        //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount());
        Science.Load("science_map");
        //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount());
        DomesticAnimal.Load("domesticAnimal_map");
        //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount());
        WildAnimal.Load("wildAnimal_map");
        //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount());

        LearningTip.Load("AllTips_Map");

        GameAbstractItem.ParseDependency();
        Population ppl = new Population {
            m_people = GetComponent <People>(), m_isItOpen = 1
        };

        AbstractObject.m_sEverything.Add(ppl);
        Localization.GetLocalization().FirstLoad();
        Localization.GetLocalization().ChangeLanguage(Localization.GetLocalization().m_currentLanguage);
        AbstractObject.ClearUnparsed();

        Debug.Log("loading finished");
    }
Esempio n. 11
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    /// <summary>
    /// Button - function. Set only one worker
    /// </summary>
    public void ButtonMinusClick()
    {
        GameAbstractItem itm = m_thisItem as GameAbstractItem;

        if (itm != null)
        {
            itm.m_workers--;
            if (itm.m_workers < 0)
            {
                itm.m_workers = 0;
                return;
            }

            if ((itm.m_workers == 0 || !m_thisItem.m_isItIterable) && _isButtonMinusEnabled)
            {
                m_minus.interactable  = false;
                _isButtonMinusEnabled = false;
            }

            m_workers.text = itm.m_workers.ToString();
            m_people.ReturnWorker();
        }
    }
Esempio n. 12
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    /// <summary>
    /// Check how many free workers in the colony
    /// </summary>
    public void CheckWorkersCount()
    {
        long wrks = 0;

        foreach (AbstractObject itm in AbstractObject.m_sEverything)
        {
            GameAbstractItem git = itm as GameAbstractItem;
            if (git != null && git.GetType() != typeof(Population) && git.m_workers > 0)
            {
                wrks += (long)git.m_workers;
            }
        }

        if (wrks + _workers != _people)
        {
            _workers += _people - (wrks + _workers);
            int i = AbstractObject.m_sEverything.Count - 1;
            while (_workers < 0 && i > -1)
            {
                GameAbstractItem itm = AbstractObject.m_sEverything[i] as GameAbstractItem;
                if (itm != null)
                {
                    if ((long)itm.m_workers + _workers > 0)
                    {
                        itm.m_workers += _workers;
                        _workers       = 0;
                    }
                    else
                    {
                        _workers     += (long)itm.m_workers;
                        itm.m_workers = 0;
                    }
                }
                i--;
            }
        }
    }
Esempio n. 13
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    /// <summary>
    /// Upgrade button click.
    /// Called by Unity
    /// </summary>
    public void ButtonUpClick()
    {
        if (m_thisItem.Upgrade())
        {
            if (m_thisItem.GetType() == typeof(Science))
            {
                m_people.MakeBoost();


                GameAbstractItem itm = m_thisItem as GameAbstractItem;
                if (itm != null)
                {
                    while (itm.m_workers > 0)
                    {
                        ButtonMinusClick();
                    }
                }

                foreach (ArrowScript asc in m_from)
                {
                    asc.m_to.GetComponent <IconScript>().m_to.Remove(asc);
                    Destroy(asc.gameObject);
                }
                foreach (ArrowScript asc in m_to)
                {
                    asc.m_from.GetComponent <IconScript>().m_from.Remove(asc);
                    Destroy(asc.gameObject);
                }


                MainScript.m_sAllItems.Remove(gameObject);
                MainScript.m_sIsButtonPressed = false;
                Destroy(gameObject);
            }
        }
    }
Esempio n. 14
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 /// <summary>
 /// Add production into dictionary by ItemsEffect.name
 /// </summary>
 /// <param name="prod"> production </param>
 public static void AddProduction(GameAbstractItem prod, string effectName)
 {
     GetProd(effectName).m_productions.Add(prod);
 }
Esempio n. 15
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    /// <summary>
    /// Move arrows and change colors
    /// </summary>
    void Update()
    {
        try
        {
            if (!TimeScript.m_isItPaused && !m_isItPaused)
            {
                //position of one of the end object has changed
                if (m_from != null && m_to != null &&
                    (m_from.transform.position != _fromCoord || m_to.transform.position != _toCoord))
                {
                    MoveArrow();
                }

                SpriteRenderer   rend     = _bodyRender;
                SpriteRenderer   rendBody = _bodyRender2;
                GameAbstractItem itm      = m_to.m_thisItem as GameAbstractItem;
                GameMaterial     matFrom  = m_from.m_thisItem as GameMaterial;
                if (m_isItTool)
                {
                    Color clr = rend.color;
                    if (m_from.m_thisItem.m_count > 0)
                    {
                        clr = _sArrowToolsEnough;
                    }
                    else
                    {
                        clr = _sArrowToolsNotEnough;
                    }
                    if (!clr.Equals(rend.color))
                    {
                        if (_isItHimself)
                        {
                            _arrowBody2.color = clr;
                            _arrowBody3.color = clr;
                        }
                        else
                        {
                            rend.color = clr;
                        }
                    }
                }
                else if (itm != null && (itm.m_workers == 0))
                {
                    rend.color = _sArrowMaterialsNotUsed;
                }
                else if (matFrom != null && matFrom.m_productivity < 0)
                {
                    rend.color = _sArrowMaterialsNotEnough;
                }
                else
                {
                    rend.color = _sArrowMaterialsEnough;
                }


                rendBody.color = rend.color;
            }
        }
        catch (Exception ex)
        {
            Debug.LogError("ArrowScript update exception:" + ex.Message);
        }
    }