public void FireAdvisor(AdvisorPanel panel) { Advisor a = panel.GetComponent <AdvisorPanel>().advisor; PlayerStatController.instance.advisorAssign.Remove(a); advisorPanels.Remove(panel); Destroy(panel.gameObject); advisorListHirePage.GetComponent <AdvisorListHire>().AddAdvisorFromBeingFired(panel); }
public void AddAdvisorFromBeingFired(AdvisorPanel prevPanel) { //Create a panel for the advisor and add to panels list AdvisorPanel panel = Instantiate(advisorPanelPrefab, panelParent).GetComponent <AdvisorPanel>(); panel.advisor = prevPanel.advisor; panel.name = prevPanel.name; panel.GetComponentInChildren <HireAdvisor>().advisorListHirePage = gameObject; panel.GetComponentInChildren <RemoveAdvisorCandidate>().advisorList = this; advisorPanels.Add(panel); }
public void AddAdvisor(Advisor advisor) { //Create a panel for the advisor and add to panels list AdvisorPanel panel = Instantiate(advisorPanelEmployedPrefab, panelParent).GetComponent <AdvisorPanel>(); panel.advisor = advisor; panel.name = advisor.displayName; panel.GetComponentInChildren <FireAdvisor>().advisorList = this; advisorPanels.Add(panel); PlayerStatController.instance.advisorAssign.Add(advisor); }
public void InitializeAdvisorPanels() { List <Advisor> advisorAssignList = PlayerStatController.instance.advisorAssign; //Create panels for current existing advisors foreach (Advisor a in advisorAssignList) { //Create a panel for the advisor and add to panels list AdvisorPanel panel = Instantiate(advisorPanelEmployedPrefab, panelParent).GetComponent <AdvisorPanel>(); panel.advisor = a; panel.name = a.displayName; panel.GetComponentInChildren <FireAdvisor>().advisorList = this; advisorPanels.Add(panel); } }
//Refills the advisors you can choose to hire from, up to the number a certain limit void RenewAdvisors() { List <Advisor> advisorBackList = PlayerStatController.instance.advisorListBacklog; List <Advisor> advisorHireList = PlayerStatController.instance.advisorHire; int random; int currHireSize = advisorHireList.Count; //Create panels for current existing advisors foreach (Advisor a in advisorHireList) { //Create a panel for the advisor and add to panels list AdvisorPanel panel = Instantiate(advisorPanelPrefab, panelParent).GetComponent <AdvisorPanel>(); panel.advisor = a; panel.name = a.displayName; panel.GetComponentInChildren <HireAdvisor>().advisorListHirePage = gameObject; panel.GetComponentInChildren <RemoveAdvisorCandidate>().advisorList = this; advisorPanels.Add(panel); } //Fill up the current hire list if there is still space for (int i = 0; i < advisorHireLimit - currHireSize; i++) { //Generates a random index random = Random.Range(0, advisorBackList.Count); //Create a panel for the advisor and add to panels list AdvisorPanel panel = Instantiate(advisorPanelPrefab, panelParent).GetComponent <AdvisorPanel>(); panel.advisor = advisorBackList[random]; panel.name = advisorBackList[random].displayName; panel.GetComponentInChildren <HireAdvisor>().advisorListHirePage = gameObject; panel.GetComponentInChildren <RemoveAdvisorCandidate>().advisorList = this; advisorPanels.Add(panel); advisorHireList.Add(advisorBackList[random]); //Remove from backlog list advisorBackList.RemoveAt(random); } //Update Back Log list if necessary UpdateBackLog(); }
public void RemoveCandidate(AdvisorPanel panel) { advisorPanels.Remove(panel); Destroy(panel.gameObject); }