Esempio n. 1
0
    private bool IsMade(ModuleFactory factory, GameObject prefab)
    {
        foreach(GameObject module in factory.Modules) {
          if(module.name == prefab.name) {
        return true;
          }
        }

           return false;
    }
Esempio n. 2
0
        void IWebApiController.InitializeModule(string name, ModuleFactory makeNewModule)
        {
            _log.Info("'{0}': initializing...", name);

            try
            {
                var module = makeNewModule(name, _log);
                _modules.Add(module);

                module.Initialize(this);

                _log.Info("'{0}': initialization is completed", name);
            }
            catch (Exception ex)
            {
                initialization_is_failed(name, ex);
            }
        }
Esempio n. 3
0
    public void Start()
    {
        // Show ship and enable factories
        GameObject shipPrefab = GameObject.FindGameObjectWithTag("ShipBlueprint");

        PlayerActivation activater = shipPrefab.GetComponent<PlayerActivation>();
        activater.SetFactoriesEnabled(true);
        activater.Show();

        foreach (ModuleFactory mf in shipPrefab.GetComponents<ModuleFactory>()) {
          if (mf.FactoryType == "Weapon") {
        weaponFactory = mf;
          } else if (mf.FactoryType == "Skill") {
        skillFactory = mf;
          } else if (mf.FactoryType == "Control") {
        controlFactory = mf;
          }
        }

        // Set Factory-dependent variables
        numWeapons = weaponFactory.Prefabs.Count;
        numSkills = skillFactory.Prefabs.Count;
        numControls = controlFactory.Prefabs.Count;

        // TODO update this stuff to version 3.0

        InitUI();
    }