Esempio n. 1
0
    void handleGameModelLoaded(AbstractMessage message)
    {
        int galaxiesCount = gameModel.User.Galaxies.Count;

        if (galaxiesCount > 0)
        {
            for (int solarIndex = 0; solarIndex < galaxiesCount; solarIndex++)
            {
                GameObject     solarPrefabInstance = Instantiate(solarPrefab, galaxy.transform);
                SolarComponent solar = solarPrefabInstance.GetComponent <SolarComponent>();
                solar.Setup(gameModel.User.Galaxies[solarIndex]);
            }
        }
    }
Esempio n. 2
0
    private void handleCreateSolar(AbstractMessage message)
    {
        float SC    = (message as SolarMessage).SC;
        float maxSC = (message as SolarMessage).maxSC;

        /**/
        if (SC > gameModel.User.SC)
        {
            Debug.Log("Not enough SC to create Solar system!");
            return;
        }

        Messenger.Dispatch(AtomMessage.SPEND_ATOMS, new AtomMessage(0, 0, SC));
        /**/
        SolarModel generatedSolarModel = SMM.GenerateSolar(SC);

        gameModel.User.Galaxies.Add(generatedSolarModel);

        GameObject     solarPrefabInstance = Instantiate(solarPrefab, galaxy.transform);
        SolarComponent solar = solarPrefabInstance.GetComponent <SolarComponent>();

        solar.Setup(generatedSolarModel);
        Messenger.Dispatch(SolarMessage.SOLAR_CREATED);
    }