Esempio n. 1
0
    // Use this for initialization
    void Start()
    {
        // Create or (ultimately load) a new town model and view OR load the town from file
        currentTown = new Town("forest");
        currentView = new TownView(currentTown, basicTiles, buildingComponents);
        // Populate the selectors
        PopulateComponentSelector(currentTown.componentTypes);
        PopulateBuildingSelector();
        // Find the menu objects
        newBuildScreen  = GameObject.Find("NewBuildingControls");
        buildScreenMenu = GameObject.Find("BuildScreenMenu");
        // Find the townobject the sprite map will be attached to
        GameObject townObject = GameObject.Find("Town");

        // Add a sprite renderer
        townObject.AddComponent <SpriteRenderer>();
        // Attache the views map texture to the sprite renderer
        townObject.GetComponent <SpriteRenderer>().sprite       = Sprite.Create(currentView.mapTexture, new Rect(0, 0, currentView.mapTexture.width, currentView.mapTexture.height), new Vector2(0, 0));
        townObject.GetComponent <SpriteRenderer>().sortingOrder = -2;
        // Scale the sprite map to the appropriate size
        // Debug.Log(townObject.GetComponent<SpriteRenderer>().sprite.pixelsPerUnit);
        townObject.transform.localScale = new Vector3(PIXEL_TO_UNIT_CONVERSION, PIXEL_TO_UNIT_CONVERSION, 1);
        // Set the builder defaults
        vertical     = true;
        component    = "floor";
        currentFloor = 0;
        // Create building parts list
        StartNewBuilding();
    }
    // Use this for initialization
    void Awake()
    {
        menu = gameObject.GetComponent <TownView>();

        Random r          = new Random(DateTime.Now.Millisecond);
        int    townNumber = r.Next(1, 100);

        town = new Town("Town" + townNumber);

        town.AddMarket(ResourceUtil.Wheat);
        town.AddMarket(ResourceUtil.Wood);
        town.AddMarket(ResourceUtil.Ore);
        town.AddMarket(ResourceUtil.Metal);
        town.AddMarket(ResourceUtil.Tools);

        roundUpdateListener = new UnityAction(RoundActions);
        EventManager.StartListening("UpdateRound", roundUpdateListener);

        for (int i = 0; i < 5; i++)
        {
            town.SpawnAgent(Entity.EntityType.farmer);
            town.SpawnAgent(Entity.EntityType.woodcutter);
            town.SpawnAgent(Entity.EntityType.miner);
            town.SpawnAgent(Entity.EntityType.smelter);
            town.SpawnAgent(Entity.EntityType.blacksmith);
        }
    }
Esempio n. 3
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 private void OnSelected(TownView view)
 {
     _selectedTownId.Value = view.townId;
     foreach (var townView in _views.Where(v => v != view))
     {
         townView.OnUnselected();
     }
 }
Esempio n. 4
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    private void Start()
    {
        _speed = Game.Config.CharacterWalkSpeed;

        _townController = GameObject.Find("TownController");
        _townScript     = _townController.GetComponent <TownView>();

        _playerState = PlayerState.Init;
    }
Esempio n. 5
0
        public async Task Build()
        {
            int cityMax = datamodel.cities.Count;

            for (int i = 0; i < cityMax; i++)
            {
                TownView town = new TownView();
                town.setdata(datamodel.cities[i].id, datamodel.cities[i].name);
                town.SetDelegate(ClickOnMain);
                town.Opacity = 0;
                layout.Children.Add(town);

                pickerlist.Add(town);
            }
            await Show();
        }