public void GenerateMission(MissionDetails missionDetails, UIInteraction uiInteractions, MainMenueController mainMenueControll, General general = null) { this.MissionDetails = missionDetails; this.UIInteractions = uiInteractions; this.MainMenueControll = mainMenueControll; this.MissionGeneral = general; }
public async Task <IActionResult> PutMissionDetails([FromRoute] int id, [FromBody] MissionDetails missionDetails) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } if (id != missionDetails.id) { return(BadRequest()); } _context.Entry(missionDetails).State = EntityState.Modified; try { await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!MissionDetailsExists(id)) { return(NotFound()); } else { throw; } } return(NoContent()); }
public void SelectMission(int MissionNumber, bool NoMissions) { GameObject Grablog; GameObject DetailText; GameObject MissionDetails; MissionDetails = GameObject.Find("ActiveMissionDetails"); DetailText = GameObject.Find("MissionInfo"); Grablog = GameObject.Find("GameObject"); Grablog.GetComponent <VoiceRecognitionSystem>().ActiveMission = MissionNumber; Grablog.GetComponent <VoiceRecognitionSystem>().MissionSelected = true; if (NoMissions == false) { DetailText.GetComponent <Text>().text = Grablog.GetComponent <GrabLog>().ActiveMissionList[MissionNumber].type + " " + Grablog.GetComponent <GrabLog>().ActiveMissionList[MissionNumber].KillCountstring + Grablog.GetComponent <GrabLog>().ActiveMissionList[MissionNumber].Target + "\nGo to " + Grablog.GetComponent <GrabLog>().ActiveMissionList[MissionNumber].DestinationSystem + "\nReward: " + Grablog.GetComponent <GrabLog>().ActiveMissionList[MissionNumber].reward.ToString("n0") + " Cr" + "\nFaction: " + Grablog.GetComponent <GrabLog>().ActiveMissionList[MissionNumber].Faction + "\nReputation: " + Grablog.GetComponent <GrabLog>().ActiveMissionList[MissionNumber].Reputation + "\nDistance: " + Grablog.GetComponent <GrabLog>().ActiveMissionList[MissionNumber].distance + " Ly"; MissionDetails.GetComponent <Text>().text = Grablog.GetComponent <GrabLog>().ActiveMissionList[MissionNumber].type + " " + Grablog.GetComponent <GrabLog>().ActiveMissionList[MissionNumber].KillCountstring + " " + Grablog.GetComponent <GrabLog>().ActiveMissionList[MissionNumber].Target; File.WriteAllText(Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData) + "Low/Remlok/Intelligent HUD/RemlokCommand.txt", Grablog.GetComponent <GrabLog>().ActiveMissionList[MissionNumber].DestinationSystem); } else { DetailText.GetComponent <Text>().text = "You only have " + Grablog.GetComponent <GrabLog>().ActiveMissionList.Count + " Missions!"; } }
public void onMissionActivated(MissionDetails missionDetails, GameObject availablePanel) { //remove the mission from available missions removeAvailableMission(missionDetails); //remove the available mission from view Destroy(availablePanel); //update the stored available mission json saveAvailableMissions(); //get the current time in UTC DateTime timeNow = DateTime.UtcNow; //add the mission time to the current time to get the mission complete time DateTime completionTime = timeNow.AddSeconds(missionDetails.missionTime); //set up the deatils for the active mission (an object that can be serialized) ActiveMissionDetails activeMissionDetails = new ActiveMissionDetails(missionDetails, completionTime); //NEED TEAM INDEX BEFORE HERE int teamIndex = activeMissions.missions.Count; //add the active mission to storage addActiveMission(teamIndex, activeMissionDetails); //Debug.Log(activeMissionDetails.ToString()); //create a new panel in the active panel view createActiveMissionPanel(teamIndex); }
public void Reset() { this.MissionDetails = null; this.UIInteractions = null; this.MainMenueControll = null; this.MissionGeneral = null; this.Units = new List <Unit>(); }
private void removeAvailableMission(MissionDetails missionDetails) { //remove details to the AvailableMissions object availableMissions.missions.Remove(missionDetails); //save the current available missions object to storage //eventually move this to some type of saving functionality saveAvailableMissions(); }
public void Initialize(MissionDetails missionDetails, UIInteraction uiInteractions, General general = null, List <Unit> units = null) { this.MissionDetails = missionDetails; this.MissionGeneral = general; this.Units = units ?? new List <Unit>(); this.UIInteractions = uiInteractions; this.missionQueue = GameObject.Find("ReferenceShare").GetComponent <ReferenceShare>().MissionQueue; }
public static MissionDetails generateNewMission(DestinationDetails destinationDetails) { //retrieve the matching mission definition (currently always exploration for testing) MissionDefinition missionDefinition = getMissionDefinition(MissionDefinition.MissionType.EXPLORATION); //generate mission information MissionDetails missionDetails = generateMissionDetails(missionDefinition, destinationDetails); return(missionDetails); }
public async Task <IActionResult> PostMissionDetails([FromBody] MissionDetails missionDetails) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } _context.missions.Add(missionDetails); await _context.SaveChangesAsync(); return(CreatedAtAction("GetMissionDetails", new { id = missionDetails.id }, missionDetails)); }
public void generateNewMission() { //get the planet information DestinationDetails destinationDetails = addressManager.getDestinationDetails(); //generate a new set of mission details MissionDetails missionDetails = MissionUtil.generateNewMission(destinationDetails); //Debug.Log(missionDetails.ToString()); //store the new available mission to json addAvailableMission(missionDetails); //create a panel displaying the created missions details createAvailableMissionPanel(missionDetails); }
public void createAvailableMissionPanel(MissionDetails missionDetails) { //converts the string address to an integer array to be used with the sprite list int[] address = DestinationUtil.convertStringKeyToAddress(missionDetails.destinationDetails.destinationDefinition.address); //instantiating the new available mission panel and adding to the view Transform availablePanel = Instantiate(availableMissionPanel, Vector3.zero, Quaternion.identity).transform; availablePanel.SetParent(availableMissionView, false); //Set the panel title to something meaningful string title = missionDetails.missionDefinition.missionType.ToString() + " on " + missionDetails.destinationDetails.destinationDefinition.designation; availablePanel.Find("Title").GetComponent <Text>().text = title; //using the convert string address set all the address symbol images availablePanel.Find("Symbol1").GetComponent <Image>().sprite = symbolSprites[address[0]]; availablePanel.Find("Symbol2").GetComponent <Image>().sprite = symbolSprites[address[1]]; availablePanel.Find("Symbol3").GetComponent <Image>().sprite = symbolSprites[address[2]]; availablePanel.Find("Symbol4").GetComponent <Image>().sprite = symbolSprites[address[3]]; availablePanel.Find("Symbol5").GetComponent <Image>().sprite = symbolSprites[address[4]]; availablePanel.Find("Symbol6").GetComponent <Image>().sprite = symbolSprites[address[5]]; availablePanel.Find("Symbol7").GetComponent <Image>().sprite = symbolSprites[address[6]]; //converting the mission time to a more readable text System.TimeSpan time = System.TimeSpan.FromSeconds(missionDetails.missionTime); string missionTime = "Mission Time: "; missionTime += time.Days > 0 ? time.Days + "d " : ""; missionTime += time.Hours > 0 ? time.Hours + "h " : ""; missionTime += time.Minutes > 0 ? time.Minutes + "m " : ""; missionTime += time.Seconds > 0 ? time.Seconds + "s" : ""; //set the mission time text on the panel availablePanel.Find("MissionTime").GetComponent <Text>().text = missionTime; //set the pass rate text on the panel availablePanel.Find("PassRate").GetComponent <Text>().text = "Pass Chance: " + (missionDetails.passRate * 100) + "%"; //add a new listener to the selection button for the panel which calls the onMissionActivated function //passing in the mission details for this mission availablePanel.Find("SelectButton").GetComponent <Button>().onClick.AddListener(() => { onMissionActivated(missionDetails, availablePanel.gameObject); }); }
private void InitializeWaves() { int currentMissionId = PlayerPrefs.GetInt("mission_number"); MissionDetails missionDetails = GetComponent <MissionDetails>(); if (missionDetails != null) { Waves = missionDetails.Waves; Debug.Log("Loading Mission " + missionDetails.Name + " : " + missionDetails.Description + " num waves = " + Waves.Count); } if (endlessSingleEnemyWave != EnemyType.Unknown) { Waves = new List <Wave> { new Wave(new List <WaveEvent> { WaveEvent.ShortDelay(), WaveEvent.SpawnSquadron(new Squadron(endlessSingleEnemyWave, SpawnPattern.Center)), }) }; } }
public void UpdateMissionList() { GameObject MissionDetails; GameObject MissionImage; GameObject MissionActive; GameObject InSystemMissions; // Debug.Log(ActiveMissionCount); ActiveMissionCount = ActiveMissionList.Count; if (ActiveMissionCount < 3) { for (int i = ActiveMissionCount; i < 3; i++) { Debug.Log(ActiveMissionCount + " Active Missions"); // Debug.Log("Active Missions are " + ActiveMissionCount); MissionDetails = GameObject.Find("Mission" + i); MissionImage = GameObject.Find("MissionImage" + i); MissionImage.GetComponent <Image>().overrideSprite = Blank; MissionDetails.GetComponent <Text>().text = "No mission available"; } } if (ActiveMissionCount > 3) { ActiveMissionCount = 3; } for (int i = 0; i < ActiveMissionCount; i++) { TimeSpan countdown = ActiveMissionList[i].Expiry - DateTime.Now; MissionDetails = GameObject.Find("Mission" + i); MissionImage = GameObject.Find("MissionImage" + i); MissionActive = GameObject.Find("MissionActive" + i); Active = Resources.Load <Sprite>("Active"); Blank = Resources.Load <Sprite>("Blank"); if (ActiveMissionList[i].active == true) { MissionActive.GetComponent <Image>().overrideSprite = Active; } else { MissionActive.GetComponent <Image>().overrideSprite = Blank; } Mission = Resources.Load <Sprite>(ActiveMissionList[i].type); MissionImage.GetComponent <Image>().overrideSprite = Mission; MissionDetails.GetComponent <Text>().text = ActiveMissionList[i].type + " " + ActiveMissionList[i].Target + " " + ActiveMissionList[i].TargetType_Localised + " System: " + ActiveMissionList[i].DestinationSystem + " - " + ActiveMissionList[i].DestinationStation + " " + ActiveMissionList[i].distance.ToString("f1") + " ly " + "\n" + ActiveMissionList[i].reward.ToString("n0") + "cr " + countdown.Hours.ToString() + " hrs " + countdown.Minutes.ToString() + " Minutes " + countdown.Seconds.ToString() + " Secs remaining" + "\nRep = " + ActiveMissionList[i].Reputation + " Inf = " + ActiveMissionList[i].Influence; Debug.Log("Popup Status - " + MissionPopup + " Mission Diatance - " + ActiveMissionList[i].distance); if (ActiveMissionList[i].distance == 0 && MissionPopup == 0) { InSystemMissionsCount = InSystemMissionsCount + 1; } } InSystemMissions = GameObject.Find("InSystemMissions"); MissionPopup = 1; InSystemMissions.GetComponent <Text>().text = "There are " + InSystemMissionsCount + " Missions in this system"; SetActiveMission(); }