public override void Refresh(HangarShip ship) { ShipName.text = ship.Ship.name; shipType = ship.Type; if (ship.Bought == true) { if (ship.Used) { StatusMessage("Used"); } else { StatusMessage("Bought"); } } else { string costScrap = "Buy for " + ship.Ship.CostScrap + " Scrap"; string costMetal = "Buy for " + ship.Ship.CostMetal + " Metal"; if (GameData.LocalPlayer.Level >= ship.Ship.Level) { ButtonText(true, costScrap, costMetal); StatusMessage("Available"); } else { ButtonText(false, costScrap, costMetal); StatusMessage("Required level " + ship.Ship.Level); } } }
private void CreateShipInList(HangarShip ship, bool upgrade) { if (upgrade) { GameObject go = Instantiate(ShipInListWithBuyPrefab, ShipList); go.GetComponent <ShipInListWithBuy>().Refresh(ship); ButtonListener(go.AddComponent <Button>(), go.GetComponent <ShipInListWithBuy>().SwitchShip); } else { GameObject go = Instantiate(ShipInListPrefab, ShipList); go.GetComponent <ShipInList>().Refresh(ship); ButtonListener(go.AddComponent <Button>(), go.GetComponent <ShipInList>().SwitchShip); } }
public virtual void Refresh(HangarShip ship) { ShipName.text = ship.Ship.name; shipType = ship.Type; if (ship.Bought == true) { if (ship.Used) { StatusMessage("Used"); } else { StatusMessage("Bought"); } } else { StatusMessage("Required level " + ship.Ship.Level); } }
private void CreateUsedShip(HangarShip hangar) { ShipName.text = hangar.Ship.Name; //ShipImage if (hangar.UpgradeHitpoints.Count > 0) { CreatePrefabWithUpgrade(Upgrades.Hitpoints, hangar); } else { CreatePrefabWithoutUpgrade(Upgrades.Hitpoints, hangar.Ship.MaxHitpoints); } if (hangar.UpgradeSpeed.Count > 0) { CreatePrefabWithUpgrade(Upgrades.Speed, hangar); } else { CreatePrefabWithoutUpgrade(Upgrades.Speed, hangar.Ship.Speed); } }
private void CreatePrefabWithUpgrade(Upgrades upgrade, HangarShip hangar) { GameObject go = Instantiate(StatisticWithUpgradePrefab, ShipStatistics); go.GetComponent <StatisticWithUpgrade>().SetUpgrades(upgrade, hangar); }
public void SetUpgrades(Upgrades upgradeType, HangarShip hangar) { UpgradeType = upgradeType; Hangar = hangar; Refresh(); }