Esempio n. 1
0
    public void Assign(Rodent r)
    {
        // Debug.Log("ASsign in Employee" + r.name + test);
        if (!_Locked && !_Occupied)
        {
            //Debug.Log("Pass");
            // Debug.Log("Assign in Employee" +r.getName());
            //This script is on the portrait outline because its the visible clickable thing
            _PortraitOutline.GetComponent <bWorkerScript>().setWorker(r);
            _WorkerObj.GetComponent <SpriteRenderer>().sprite = r.GetPortrait();

            //Stupid Bugg... makes no sense , something seems to break if u assign and the gameobject is turned off
            // Debug.Log("Portraitnameis " + r.GetPortrait());
            //print(_WorkerObj.GetComponent<SpriteRenderer>());
            // print(_WorkerObj.GetComponent<SpriteRenderer>().sprite);
            // sp = _WorkerObj.GetComponent<SpriteRenderer>();

            _Occupied      = true;
            _currentRodent = r;
            r.SetJob(this);
            ShowWeaponClass(true);
            SetWeaponClassImg(r.isRanged());
            //subscribe to the event system - unused now
            //EventSystem.Instance.rodentDead += Dismiss;
            SoundManager.Instance.PlayAssign();
        }
    }
Esempio n. 2
0
    public void showDismissMenu(bool cond, Rodent r)
    {
        //MVCController.Instance.TurnThingsoff();

        // Tell the MVC were the active menu
        MVCController.Instance.SetRecruitMenu(this);
        _Rodent = r;

        _active = cond;
        buttons[2].gameObject.SetActive(cond);
        _Name2.text = r.getName();

        if (r.isRanged())
        {
            _weaponClass2.sprite = _iconRanged;
        }
        else
        {
            _weaponClass2.sprite = _iconMelee;
        }
    }
    //Will need to send in portrait later on?
    public void CreateButton(Rodent rodent)
    {
        // Debug.Log("Make a Button for :" +rodent.getName());

        //Make new Buttons
        if (_index >= _used)
        {
            // Debug.Log("Make a new Button!");
            //Make a new button from prefab
            GameObject o = Instantiate(_buttonTemplate);
            o.gameObject.transform.SetParent(this.transform);
            //offset it to stack upwards
            o.transform.localPosition = new Vector3(0, -_aspectHeight + (_index * _aspectHeight), 0);
            Button b = o.GetComponent <Button>();
            if (b)
            {
                UIRodentHolder holder = b.GetComponent <UIRodentHolder>();
                if (holder)
                {
                    holder.setRodent(rodent);
                }

                _buttons[_index] = b;
                if (_index < _buttons.Length) // need to find a way to scroll someday
                {
                    ++_index;
                    ++_used;
                }
                //Assign Text
                Transform t = b.transform.Find("Name");
                if (t)
                {
                    TextMeshProUGUI text = t.GetComponent <TextMeshProUGUI>();
                    if (text)
                    {
                        text.text = rodent.getName();
                    }
                }
                //Assign Image
                t = b.transform.Find("Portrait");
                if (t)
                {
                    Image image = t.GetComponent <Image>();
                    if (image)
                    {
                        image.sprite = rodent.GetPortrait();
                    }
                }
                t = b.transform.Find("Weapon");
                if (t)
                {
                    Image image2 = t.GetComponent <Image>();
                    if (image2)
                    {
                        if (rodent.isRanged())
                        {
                            image2.sprite = _iconRanged;
                        }
                        else
                        {
                            image2.sprite = _iconMelee;
                        }
                    }
                }
            }
        }
        //Reuse Old Buttons
        else
        {
            //  Debug.Log("Reuse a Button! for " + rodent.getName()+ " @Index:" +_index +"    used:"+ _used );
            Button b = _buttons[_index];
            if (b)
            {
                UIRodentHolder holder = b.GetComponent <UIRodentHolder>();
                if (holder)
                {
                    holder.setRodent(rodent);
                }

                ++_index;

                Transform t = b.transform.Find("Name");

                TextMeshProUGUI text = t.GetComponent <TextMeshProUGUI>();
                if (t)
                {
                    if (text)
                    {
                        text.text = rodent.getName();
                    }
                }
                //Assign Image
                t = b.transform.Find("Portrait");
                if (t)
                {
                    Image image = t.GetComponent <Image>();
                    if (image)
                    {
                        image.sprite = rodent.GetPortrait();
                    }
                }
                t = b.transform.Find("Weapon");
                if (t)
                {
                    Image image2 = t.GetComponent <Image>();
                    if (image2)
                    {
                        if (rodent.isRanged())
                        {
                            image2.sprite = _iconRanged;
                        }
                        else
                        {
                            image2.sprite = _iconMelee;
                        }
                    }
                }
            }
        }
        showMenu(true);
    }
Esempio n. 4
0
    public void showMenu(bool cond, Rodent r)
    {
        _active = cond;
        //Debug.Log("ShowMENU:" + r.getName());
        if (cond)
        {
            // Tell the MVC were the active menu
            MVCController.Instance.SetRecruitMenu(this);


            _Rodent = r;
            buttons[0].gameObject.SetActive(true);
            buttons[1].gameObject.SetActive(false);
            buttons[2].gameObject.SetActive(false);

            Vector3 loc = r.transform.position;
            loc.y = loc.y + 1;
            this.transform.position = loc;

            //get costs
            _FoodCost = r.getRecruitmentCost();
            _PopCost  = r.getPopulationCost();
            //show costs
            _CostPop.text  = _PopCost.ToString();
            _CostFood.text = _FoodCost.ToString();

            //show class
            if (r.isRanged())
            {
                _weaponClass.sprite = _iconRanged;
            }
            else
            {
                _weaponClass.sprite = _iconMelee;
            }


            //Check if we have enough food
            if (ResourceManagerScript.Instance.GetResourceCount(ResourceManagerScript.ResourceType.Food) < _FoodCost)
            {
                _CostFood.color = bad;
            }
            else
            {
                _CostFood.color = good;
            }

            //Check if there is enough population capacity
            if (ResourceManagerScript.Instance.getCurrentPopulation() >= ResourceManagerScript.Instance.getPopulationCapacity())
            {
                _CostPop.color = bad;
            }
            else
            {
                _CostPop.color = good;
            }

            _Name.text = r.getName();
        }
        else // will turn off all buttons
        {
            foreach (Button b in buttons)
            {
                b.gameObject.SetActive(false);
            }
        }
    }