private void CreateGrid() { for (int i = 0; i < width; i++) { List <ResourceCell> gridColumn = new List <ResourceCell>(); for (int j = 0; j < height; j++) { float dx = i * scale * delta; float dy = j * scale * delta; Vector3 cellPosition = new Vector3(transform.position.x + dx, transform.position.y + dy, transform.position.z); float startingSugar = 0.1f + ResourceCell.maxResource * Mathf.Sin((float)i * Mathf.PI / (float)width) * Mathf.Cos((float)j * 0.5f * Mathf.PI / (float)width); startingSugar = (startingSugar > 0.0f) ? startingSugar : 0.0f; float startingSpice = 0.1f + ResourceCell.maxResource * Mathf.Sin((float)i * Mathf.PI / (float)width) * Mathf.Sin((float)j * 0.5f * Mathf.PI / (float)width); startingSpice = (startingSpice > 0.0f) ? startingSpice : 0.0f; ResourceCell singleCell = new ResourceCell((int)startingSugar, (int)startingSugar, (int)startingSpice, (int)startingSpice, 1, Instantiate(cellPrefab, cellPosition, transform.rotation), cellPosition); singleCell.cellObject.transform.localScale = new Vector3(scale, scale, 1.0f); gridColumn.Add(singleCell); } grid.Add(gridColumn); } }
public override void SetCellContent(UICell cell, int row) { ResourceCell resourceCell = cell.GetComponent <ResourceCell>(); if (resourceCell != null) { resourceCell.SetContent(resources[row]); } }
public override Simulation.SimulationBuildingEnity GetSimEntity() { if (basicMineSim == null) { if (this.resourceCell == null) { resourceCell = this.getResourceCell(location.X, location.Z); } basicMineSim = new BasicMineSim(this); } return(basicMineSim); }
public void SetPanel() { Dictionary <int, int> res_counts = StorageManager.GetUserResources(); res_cells = new Dictionary <int, ResourceCell>(); foreach (var key in res_counts.Keys) { var count = res_counts[key]; ResourceCell resource = Instantiate(res_cell); resource.gameObject.SetActive(true); resource.SetData(StorageManager.GetResource(key), count); resource.transform.SetParent(group.transform); resource.transform.localScale = new Vector3(1, 1, 1); res_cells[key] = resource; } }
public void SetItem(Item item) { text.text = item.GetName(); image.material = item.GetMaterial(); this.item = item; res_counts = StoreManager.GetItemPrice(item.GetID()); CheckValidation(); foreach (var key in res_counts.Keys) { var count = res_counts[key]; ResourceCell resource = Instantiate(res_cell); resource.gameObject.SetActive(true); resource.SetData(StorageManager.GetResource(key), count); resource.transform.SetParent(group.transform); resource.transform.localScale = new Vector3(1, 1, 1); } }
public void UpdateStatusScreen() { if (this.resourceCell == null) { resourceCell = this.getResourceCell(location.X, location.Z); } // TODO modifyvto allow custom string and images. if (statusBillboard.BillboardBackGroundTexture != null) { // float electicAvail = GetSimEntity().GetAvailableOutResource(Simulation.SimulationEnity.Resource.ORE); // float electricMax = GetSimEntity().GetMaxResourceAmount(Simulation.SimulationEnity.Resource.ORE); spriteBatch = new SpriteBatch(this.device); RenderTarget2D target = new RenderTarget2D(this.device, 400, 600); this.device.SetRenderTarget(target);// Now the spriteBatch will render to the RenderTarget2D this.device.Clear(Color.Transparent); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); spriteBatch.Draw(statusBillboard.BillboardBackGroundTexture, new Rectangle(0, 0, 400, 600), Color.White); // StringBuilder sb = new StringBuilder(); // sb.Append("Ore: "); // sb.Append(electicAvail.ToString("0.0")); // sb.Append("/"); //sb.Append(electricMax); spriteBatch.DrawString(this.font, GetSimEntity().ToString(), new Vector2(20, 20), Color.Black); spriteBatch.End(); this.device.SetRenderTarget(null);//This will set the spriteBatch to render to the screen again. this.statusBillboard.SetTexture((Texture2D)target); } }
public TreeVertexCollection(GameSession.GameStorage storage) { this.MapSize = storage.ReadVector4(); _topSize = (int)this.MapSize.X - 1; _halfSize = _topSize / 2; _vertexCount = (int)(this.MapSize.X * this.MapSize.Y); int vertexCount = storage.ReadInt(); //Initialize our array to hold the vertices Vertices = new VertexMultitextured[_vertexCount]; //Our method to populate the vertex collection // VertexMultitextured[] Vertices; for (int i = 0; i < this.Vertices.Length; i++) { this.Vertices[i] = storage.ReadVertexMultiTextured(); } // int[] sector; sector = new int[storage.ReadInt()]; for (int i = 0; i < sector.Length; i++) { sector[i] = storage.ReadInt(); } // ResourceCell[] resources; resources = new ResourceCell[storage.ReadInt()]; for (int i = 0; i < this.resources.Length; i++) { resources[i] = new ResourceCell(); resources[i].Restore(storage); } //Our method to calculate the normals for all vertices CalculateAllNormals(); }
public NeighbouringCellData(ResourceCell _gridCell, int __x, int __y) { gridCell = _gridCell; _x = __x; _y = __y; }