コード例 #1
0
 void InventoryRefresh()
 {
     foreach (int group_id in tracker.tracked_inventory.AllAvailableEnemyGroups())
     {
         PieceSelectionButton new_button             = Instantiate(selection_prefab, button_holder);
         EnemyGroup           enemy_group_to_emulate = Database.enemy_groups.GetEnemyGroupFromID(group_id);
         new_button.title     = enemy_group_to_emulate.name;
         new_button.count_max = tracker.tracked_inventory.GetEnemyGroupCount(group_id);
         new_button.count     = new_button.count_max - tracker.GroupsPlaced(group_id);
         new_button.button.onClick.AddListener(() => build_manager.place_enemies.SetSelectedGroup(enemy_group_to_emulate));
     }
 }
コード例 #2
0
 void InventoryRefresh()
 {
     foreach (int base_piece_id in tracker.tracked_inventory.AllAvailablePieces())
     {
         PieceSelectionButton new_button       = Instantiate(selection_prefab, button_holder);
         BasePiece            piece_to_emulate = Database.base_pieces.GetBasePieceFromID(base_piece_id);
         new_button.title     = piece_to_emulate.piece_name;
         new_button.count_max = tracker.tracked_inventory.GetBasePieceCount(base_piece_id);
         new_button.count     = new_button.count_max - tracker.PiecesPlaced(base_piece_id);
         new_button.button.onClick.AddListener(() => build_manager.place_blocks.SetSelectedPiece(piece_to_emulate));
     }
 }
コード例 #3
0
    void FreeRefresh()
    {
        for (int group_id = 0; group_id <= Database.enemy_groups.max_id; group_id++)
        {
            EnemyGroup enemy_group_to_emulate = Database.enemy_groups.GetEnemyGroupFromID(group_id);
            if (enemy_group_to_emulate == null)
            {
                continue;
            }

            PieceSelectionButton new_button = Instantiate(selection_prefab, button_holder);
            new_button.title = enemy_group_to_emulate.name;
            new_button.ShowCount(false);
            new_button.button.onClick.AddListener(() => build_manager.place_enemies.SetSelectedGroup(enemy_group_to_emulate));
        }
    }
コード例 #4
0
ファイル: HUBMenuUI.cs プロジェクト: mattgaut/BaseBuilder
    public void SetInventory()
    {
        for (int i = button_holder.childCount - 1; i >= 0; i--)
        {
            Destroy(button_holder.GetChild(i).gameObject);
        }

        button_holder.sizeDelta = new Vector2(button_holder.sizeDelta.x, 0);
        foreach (int base_piece_id in account.base_inventory.AllAvailablePieces())
        {
            PieceSelectionButton new_button       = Instantiate(selection_prefab, button_holder);
            BasePiece            piece_to_emulate = Database.base_pieces.GetBasePieceFromID(base_piece_id);
            new_button.title         = piece_to_emulate.piece_name;
            new_button.total         = account.base_inventory.GetBasePieceCount(base_piece_id);
            button_holder.sizeDelta += Vector2.up * new_button.GetComponent <RectTransform>().rect.height;
        }
    }
コード例 #5
0
    void FreeRefresh()
    {
        for (int base_piece_id = 0; base_piece_id <= Database.base_pieces.max_id; base_piece_id++)
        {
            if (base_piece_id == Database.base_pieces.entrance_id || base_piece_id == Database.base_pieces.exit_id)
            {
                continue;
            }

            BasePiece piece_to_emulate = Database.base_pieces.GetBasePieceFromID(base_piece_id);
            if (piece_to_emulate == null)
            {
                continue;
            }

            PieceSelectionButton new_button = Instantiate(selection_prefab, button_holder);
            new_button.title = piece_to_emulate.piece_name;
            new_button.ShowCount(false);
            new_button.button.onClick.AddListener(() => build_manager.place_blocks.SetSelectedPiece(piece_to_emulate));
        }
    }