Esempio n. 1
0
        /********************************************
        ****** METHODES SPECIFIQUES AU WIDGET ******
        ********************************************/


        /// <summary>
        /// base menu constructor
        /// </summary>
        public TeamSelection() : base(new Rect(0, 0, Screen.width * DIM_WIDTH, Screen.height * DIM_HEIGHT))
        {
            this.Background = BACKGROUND_COLOR;
            team_selector   = new Selector(new Rect(this.area.width * (1 - DIM_SELECTOR_WIDTH) / 2, (this.area.height - 2 * DIM_SELECTOR_HEIGHT) / 3, DIM_SELECTOR_WIDTH * this.area.width, DIM_SELECTOR_HEIGHT), (int)(DIM_SELECTOR_DROP_HEIGHT_1 * this.area.height), this);
            unit_selector   = new Selector(new Rect(this.area.width * (1 - DIM_SELECTOR_WIDTH) / 2, (this.area.height - 2 * DIM_SELECTOR_HEIGHT) * 2 / 3 + DIM_SELECTOR_HEIGHT, DIM_SELECTOR_WIDTH * this.area.width, DIM_SELECTOR_HEIGHT), (int)(DIM_SELECTOR_DROP_HEIGHT_2 * this.area.height), this);

            this.AddChild(unit_selector);
            this.AddChild(team_selector);
            team_selector.SelectItem   += OnSelectItem;
            team_selector.DeployOrTuck += OnDeployOrTuck;
            unit_selector.SelectItem   += OnSelectItem;

            XMLInterpreter interpreter = new XMLInterpreter();

            // A SUPPRIMER
            team_selector.Elements = interpreter.allTeamsInXmlFiles(Constants.teamsDirectory).ToArray();

            List <string> units = new List <string> ();

            foreach (BotType t in BotType.GetValues(typeof(BotType)))
            {
                units.Add(BotTypes.WarType(t));
            }

            unit_selector.Elements = units.ToArray();
        }
        /// <summary>
        /// Brand new Editor with the specified teamName and unitName.
        /// </summary>
        /// <param name="teamName">Team name.</param>
        /// <param name="unitName">Unit name.</param>
        public void Set(string teamName, string unitName)
        {
            this.RemoveAllChilds();
            cancel_stack = new Stack <List <Instruction> >();

            XMLInterpreter     interpreter  = new XMLInterpreter();
            List <Instruction> instructions = interpreter.xmlToUnitBehavior(teamName, Constants.teamsDirectory, unitName);

            this.Set(instructions);
        }
Esempio n. 3
0
        /// <summary>
        /// Create a new team.
        /// </summary>
        /// <param name="teamName">The name of the new team.</param>
        public static void CreateNewTeam(string teamName)
        {
            XMLInterpreter xml = new XMLInterpreter();

            xml.generateEmptyFile(teamName, Constants.teamsDirectory);
            MainLayout.Actual.Team_selection.Reload();
            MainLayout.Actual.Team_selection.Team_selector.Selection = teamName;
            MainLayout.Actual.Editor.Set(teamName, WarBots.BotType.WarBase.ToString());
            MainLayout.Actual.Primitives_collection = new PrimitivesCollection(MainLayout.Actual.Team_selection.Unit_selector.Selection);
            MainLayout.Actual.DisplayUI             = false;
            GameObject.Find("InputField_Team").GetComponent <UnityEngine.UI.InputField>().text = "";
        }
        /********************************************
        ****** METHODES SPECIFIQUES AU WIDGET ******
        ********************************************/


        /// <summary>
        /// Initializes a new instance of the <see cref="WarBotEngine.Editeur.BehaviorEditor"/> class.
        /// </summary>
        /// <param name="teamName">Team name.</param>
        /// <param name="unitName">Unit name.</param>
        public BehaviorEditor(string teamName, string unitName) : base(new Rect(Screen.width * TeamSelection.DIM_WIDTH, 0, Screen.width * (1 - TeamSelection.DIM_WIDTH), Screen.height))
        {
            BehaviorEditor.actual = this;

            if (teamName != "")
            {
                XMLInterpreter     interpreter  = new XMLInterpreter();
                List <Instruction> instructions = interpreter.xmlToUnitBehavior(teamName, Constants.teamsDirectory, unitName);
                this.Set(instructions);
                cancel_stack = new Stack <List <Instruction> >();
                cancel_stack.Push(instructions);
            }
        }
        /// <summary>
        /// Save instruction list for the unit of this team
        /// </summary>
        /// <param name="push_cancel">Indicate if we have to save the instructions in the stack</param>
        public void Save(bool push_cancel = true)
        {
            Maj();
            XMLInterpreter     interpreter  = new XMLInterpreter();
            List <Instruction> instructions = this.behavior();

            interpreter.behaviorToXml(MainLayout.Actual.Team_selection.Team_selector.Selection,
                                      Constants.teamsDirectory, MainLayout.Actual.Team_selection.Unit_selector.Selection, instructions);
            if (push_cancel)
            {
                List <Instruction> copy = new List <Instruction>();
                foreach (Instruction ins in instructions)
                {
                    copy.Add(ins.Clone());
                }
                cancel_stack.Push(copy);
            }
        }
Esempio n. 6
0
        /// <summary>
        /// Reload this instance.
        /// </summary>
        public void Reload()
        {
            XMLInterpreter interpreter = new XMLInterpreter();

            team_selector.Elements = interpreter.allTeamsInXmlFiles(Constants.teamsDirectory).ToArray();

            List <string> units = new List <string>();

            foreach (BotType t in BotType.GetValues(typeof(BotType)))
            {
                units.Add(BotTypes.WarType(t));
            }

            unit_selector.Elements = units.ToArray();
            if (team_selector.Elements.Length > 0)
            {
                GameObject.Find("Button_Return").GetComponent <UnityEngine.UI.Button>().interactable = true;
            }
        }