コード例 #1
0
        public void OpenHexWindow(Hex h)
        {
            SwitchBuildmode(false);
            selectedStats    = h.hexStats;
            selectedPosition = h.hexPosition;
            selectedHex      = h;
            var affectionsList = new bool?[6] {
                null, null, null, null, null, null
            };

            FillStatsPanel(affectionsList);
            WriteBuildingInfo(h.type, nameField, descriptionField);
            var hs = h.hexStats;

            if (hs.maxPersonnel == 0)
            {
                workersPanel.SetActive(false);
            }
            else
            {
                int pi = hs.personnelInvolved, mi = hs.maxPersonnel;
                workersPanel_label.text = pi.ToString() + " / " + mi.ToString();
                workersPanel_minusButton.interactable = (pi != 0);
                workersPanel_plusButton.interactable  = (pi != mi);
                workersPanel.SetActive(true);
            }
            if (!constructionWindow.activeSelf)
            {
                constructionWindow.SetActive(true);
            }
        }
コード例 #2
0
        private void RedrawConstructionWindow()
        {
            RecalculateAvailabilityMask();
            int  selected = (int)selectedType;
            bool buildingAvailable = availabilityMask[selected], buildConditionsMet = true;

            for (int i = 0; i < (int)HexType.TotalCount; i++)
            {
                if (availabilityMask[i])
                {
                    buildingButtons[i].GetComponent <Image>().color = i == selected ? Color.cyan : Color.white;
                }
                else
                {
                    buildingButtons[i].GetComponent <Image>().color = Color.grey;
                }
            }
            selectedStats = new HexBuildingStats(selectedType, true);

            #region left panel
            bool?[] affectionsList;
            selectedStats.ApplyNeighboursAffection(hexBuilder.GetNeighboursHexTypes(selectedPosition), out affectionsList);
            FillStatsPanel(affectionsList);
            //-conditions
            if (buildingAvailable)
            {
                conditionLine0.gameObject.SetActive(false);
                conditionLine1.gameObject.SetActive(false);
            }
            else
            {
                bool?a; bool?b;
                Text t;
                CheckBuildingConditions(selectedType, out a, out b);
                if (a == null)
                {
                    conditionLine0.gameObject.SetActive(false);
                }
                else
                {
                    if (a == true)
                    {
                        conditionLine0.GetChild(0).GetComponent <RawImage>().uvRect = taskCompletedRect;
                        t       = conditionLine0.GetChild(1).GetComponent <Text>();
                        t.color = Color.grey;
                    }
                    else
                    {
                        conditionLine0.GetChild(0).GetComponent <RawImage>().uvRect = taskIncompletedRect;
                        t       = conditionLine0.GetChild(1).GetComponent <Text>();
                        t.color = Color.white;
                    }
                    WriteConditionsText(t, selectedType, 0);
                    conditionLine0.gameObject.SetActive(true);
                }

                if (b == null)
                {
                    conditionLine1.gameObject.SetActive(false);
                }
                else
                {
                    if (b == true)
                    {
                        conditionLine1.GetChild(0).GetComponent <RawImage>().uvRect = taskCompletedRect;
                        t       = conditionLine1.GetChild(1).GetComponent <Text>();
                        t.color = Color.grey;
                    }
                    else
                    {
                        conditionLine1.GetChild(0).GetComponent <RawImage>().uvRect = taskIncompletedRect;
                        t       = conditionLine1.GetChild(1).GetComponent <Text>();
                        t.color = Color.white;
                    }
                    WriteConditionsText(t, selectedType, 1);
                    conditionLine1.gameObject.SetActive(true);
                }

                buildConditionsMet = (a == null) || ((a == true) & ((b == null) | (b == true)));
                #endregion
            }
            //right panel:
            {
                WriteBuildingInfo(selectedType, nameField, descriptionField);
                var               cost = selectedStats.GetCost();
                int               rcount = cost.GetLength(0), rid, costConditionsMet = 0;
                GameObject        g;
                Transform         t;
                Text              label;
                Storage           storage = colony.storage;
                ResourceContainer rc;
                void FillCostString(int i)
                {
                    g   = costLines[i];
                    rc  = cost[i];
                    rid = rc.resourceID;
                    t   = g.transform;
                    t.GetChild(0).GetComponent <RawImage>().uvRect = ResourceType.GetResourceIconRect(rid);
                    label      = t.GetChild(1).GetComponent <Text>();
                    label.text = ((int)rc.volume).ToString() + ' ' + Localization.GetResourceName(rid);
                    if (storage.GetResourceCount(rid) >= rc.volume)
                    {
                        label.color = Color.white;
                        costConditionsMet++;
                    }
                    else
                    {
                        label.color = Color.red;
                    }
                    g.SetActive(true);
                }

                FillCostString(0);
                FillCostString(1);
                FillCostString(2);
                if (rcount > 3)
                {
                    FillCostString(3);
                    if (rcount > 4)
                    {
                        FillCostString(4);
                    }
                    else
                    {
                        costLines[4].gameObject.SetActive(false);
                    }
                }
                else
                {
                    costLines[3].gameObject.SetActive(false);
                    costLines[4].gameObject.SetActive(false);
                }

                if (buildConditionsMet & (costConditionsMet == rcount) & buildingAvailable == true)
                {
                    buildButton.interactable = true;
                    buildButton.GetComponentInChildren <Text>().color = Color.white;
                }
                else
                {
                    buildButton.interactable = false;
                    buildButton.GetComponentInChildren <Text>().color = Color.grey;
                }
            }
        }