static public void RecycleName(ShipAbstract s) { string n = usedNamesShip[s]; usedNames.Remove(n); names.Add(n); }
static public string AssignName(ShipAbstract ship) { int index = rand.Next(0, names.Count); string name = names[index]; //AssignNumeral(names[]) ?? names[rand.Next(0, names.Count)]; names.Remove(name); usedNames.Add(name); Frequency [name]++; usedNamesShip.Add(ship, name); return(ship.BaseType.ToString() + " " + name + AssignNumeral(name)); }
public static void Build() { Berth open = active.Berths[0]; bool openslot = false; foreach (Berth b in active.Berths) { if (!b.Full) { openslot = true; } } if (!openslot) { Debug.Log("No open slots"); return; } int i = 0; while (open.Full) { i++; open = active.Berths [i]; } Debug.Log("Open Berth is #" + open.Designation); GameObject s = Instantiate(ShipAbstract.ShipPrefabs[visual.value]); ShipAbstract sb = s.GetComponent <ShipAbstract> (); // player.empire.Ships.Add (sb.gameObject.GetComponent<Ship> ()); s.GetComponent <NavMeshAgent>().Warp(new Vector3(open.transform.position.x, .59f, open.transform.position.z)); s.transform.rotation = Quaternion.Inverse(open.transform.rotation); sb.faction = FAC.PLAYER; sb.shipClass.ImportDesign(ShipDesign.Designs[design.value]); // player.empire.Unassigned [0].NewCommand (sb.GetComponent<ShipClass> ()); // sb.Start (); Debug.Log("Ship built"); }