Esempio n. 1
0
    public void InitList(TeamRoster currentRoster)
    {
        foreach (MinionPoolGUIEntry entry in allEntries)
        {
            Destroy(entry.gameObject);
        }
        allEntries.Clear();

        TeamPool pool = Core.GetPlayerProfile().pool;

        foreach (MinionTemplate template in Core.GetMinionTemplateManager().GetFullList())
        {
            MinionPoolGUIEntry entry = Instantiate <MinionPoolGUIEntry>(prefab);
            entry.template              = template;
            entry.icon.sprite           = template.icon;
            entry.typeIcon.sprite       = typeIcons [(int)template.GetSlotType()];
            entry.typeBackground.sprite = typeBackgrounds [(int)template.GetSlotType()];
            entry.transform.SetParent(contentBox);
            entry.transform.localScale = new Vector3(1.0f, 1.0f, 1.0f);
            allEntries.Add(entry);
        }

        UpdateList(pool);
        ApplyFilters(Filters.instance);
    }
Esempio n. 2
0
 public void UpdateList(TeamPool pool)
 {
     foreach (MinionPoolGUIEntry entry in allEntries)
     {
         entry.SetAvailable(pool.unlocks.Contains(entry.template));
         entry.SetNew(pool.IsNew(entry.template));
     }
 }
Esempio n. 3
0
 /// <summary>
 /// used by TeamManager.cs -> MoveTeam to reset data
 /// </summary>
 /// <param name="pool"></param>
 public void ResetTeamData(TeamPool pool)
 {
     this.pool    = pool;
     actorSlotID  = -1;
     nodeID       = -1;
     timer        = -1;
     turnDeployed = -1;
 }
Esempio n. 4
0
 /// <summary>
 /// subMethod to set up a team's base data
 /// </summary>
 /// <param name="team"></param>
 private void InitialiseTeamData(int natoCount)
 {
     pool         = TeamPool.Reserve;
     actorSlotID  = -1;
     nodeID       = -1;
     timer        = -1;
     turnDeployed = -1;
     if (natoCount > -1 && natoCount < (int)NATO.Count)
     {
         teamName = "Team " + (NATO)natoCount;
     }
     else
     {
         teamName = "Team Unknown";
     }
 }