Esempio n. 1
0
    string GetAllianceString(SaveLua.Army.AllianceTypes value)
    {
        switch (value)
        {
        case SaveLua.Army.AllianceTypes.Ally:
            return("Ally");

        case SaveLua.Army.AllianceTypes.Enemy:
            return("Enemy");
        }

        return("");
    }
Esempio n. 2
0
    public void RepaintArmy()
    {
        Repainting = true;
        ArmyNameInput.SetValue(SelectedArmy.Name);
        PlansInput.SetValue(SelectedArmy.Data.plans);
        ColorInput.SetValue(SelectedArmy.Data.color);
        UpdateColor();
        FactionInput.value = SelectedArmy.Data.faction;
        MassInput.SetValue(SelectedArmy.Data.Economy.mass);
        EnergyInput.SetValue(SelectedArmy.Data.Economy.energy);

        foreach (UiAlliance utog in CreatedAllianceToggles)
        {
            Destroy(utog.gameObject);
        }
        CreatedAllianceToggles.Clear();

        AllianceValues = MapLuaParser.Current.ScenarioLuaFile.GetAllArmies();
        int ArmyCount = AllianceValues.Count;

        for (int i = 0; i < ArmyCount; i++)
        {
            if (SelectedArmy.Data == AllianceValues[i])
            {
                continue;
            }

            GameObject NewToggleObj = Instantiate(TogglePrefab, TogglePrefab.transform.parent) as GameObject;
            NewToggleObj.transform.SetSiblingIndex(TogglePrefab.transform.GetSiblingIndex());
            NewToggleObj.SetActive(true);
            UiAlliance UiToggle = NewToggleObj.GetComponent <UiAlliance>();

            SaveLua.Army.AllianceTypes HasValue = SaveLua.Army.AllianceTypes.None;


            for (int a = 0; a < SelectedArmy.Data.Alliances.Count; a++)
            {
                if (SelectedArmy.Data.Alliances[a].ConnectedArmy == AllianceValues[i])
                {
                    switch (SelectedArmy.Data.Alliances[a].AllianceType)
                    {
                    case "Ally":
                        HasValue = SaveLua.Army.AllianceTypes.Ally;
                        break;

                    case "Enemy":
                        HasValue = SaveLua.Army.AllianceTypes.Enemy;
                        break;

                    default:
                        Debug.LogError("Wrong alliance type! " + SelectedArmy.Data.Alliances[a].AllianceType);
                        break;
                    }
                    break;
                }
            }

            UiToggle.Set(HasValue, AllianceValues[i].Name, OnAllianceChange, i);
            CreatedAllianceToggles.Add(UiToggle);
        }


        Repainting = false;
    }