private IEnumerable <FactionDisplay> CreateFactionsDisplay(UnityObjectManager objectManager, FactionsInteractionManager interactionManager, MapInteraction mapInteraction) { List <FactionDisplay> ret = new List <FactionDisplay>(); foreach (FactionInteraction faction in interactionManager.Factions) { FactionDisplay factionDisplay = new FactionDisplay(faction, objectManager, interactionManager, mapInteraction); ret.Add(factionDisplay); } return(ret); }
public void Initialize() { ControlledPopulationNodes = new List <GameObject>(); ControlledMilitary = new List <SoldierUnit>(); ControlledSpies = new List <SpyUnit>(); FactionRelationShips = new int[Globals.NumberOfFactions]; _factionDataDisplay = new FactionDisplay(); OnInitializationCollectControlledPopulationNodes(); OnInitializationCollectControlledUnits(); Funds = 10000; if (Globals.PlayerFaction == FactionId) { _factionDataDisplay.InitializeTextDisplay(); _factionDataDisplay.FirstUpdate(FactionId, ControlledPopulationNodes.Count, ControlledSpies.Count, ControlledMilitary.Count, Funds); } EventManager.StartListening <UnitRecruitmentData>(EventNames.SpyRecruited, OnRecruitSpy); EventManager.StartListening <UnitRecruitmentData>(EventNames.MilitaryRecruited, OnRecruitSoldier); EventManager.StartListening <SpyOdersData>(EventNames.OrderPropaganda, OnPropagandaOrdered); }