public void AddToServerList(string strServerName, NetworkID networkID, bool blnPrivate, int intMax, int intCur) { int c = ListContainer.transform.childCount; // CREATE THE NEW SERVER INFORMATION UI PREFAB. POPULATE IT WITH THE SERVER INFORMATION GameObject go = (GameObject)Instantiate(ServerInformationUIprefab); ServerInfoUI sui = go.GetComponent <ServerInfoUI>(); sui.ServerName = strServerName; sui.ServerNetworkID = (ulong)networkID; sui.PasswordRequired = blnPrivate; sui.MaxPlayers = intMax; sui.CurPlayers = intCur; // ADD THE UI ELEMENT TO THE LIST CONTAINER. PLACE IT IN THE RIGHT Y-POSITION PLACE. go.name = strServerName; go.transform.SetParent(ListContainer.transform); Vector3 v3 = Vector3.zero; v3.x = 0; v3.y = (c * 83) + 3; go.GetComponent <RectTransform>().localPosition = v3; // RESCALE THE LISTCONTAINER TO ENCOMPASS ALL THE SERVER ELEMENTS v3 = ListContainer.transform.GetComponent <RectTransform>().sizeDelta; v3.y = ((c + 1) * 86) + 3; ListContainer.transform.GetComponent <RectTransform>().sizeDelta = v3; }
public void PurchaseServer() { // If we can't afford this server, back out. Also give a warning/error message if (!GameManager.gameManager.MakePurchase(UpfrontCost)) { GameManager.gameManager.ShowDialogueBox("You do not have enough money to make this purchase!", "Error"); return; } // We're purchasing the server! Here, we're going to instantiate the server from the prefab and make it a child // of the "Servers" parent to keep things tidy. var newServer = Instantiate(serverPrefab, Vector2.zero, Quaternion.identity, serverParent.transform) as GameObject; var serverComponent = newServer.GetComponent <Server>(); serverComponent.hostname = hostname.text; serverComponent.serverChassis = GameManager.gameManager.allServerChassis[serverEnclosureDropdown.value]; serverComponent.processor = GameManager.gameManager.allCpus[cpuDropdown.value]; serverComponent.software = GameManager.gameManager.allSoftware[softwareDropdown.value]; serverComponent.originalServerCost = UpfrontCost; serverComponent.originalBuildDate = GameManager.gameManager.GetCurrentGameDate(); serverComponent.serverType = GameManager.gameManager.allServerTypes[serverTypeDropdown.value]; serverComponent.acceptCustomers = true; for (int i = 1; i <= (hardDriveCapacityDropdown.value + 1); i++) { serverComponent.hardDrives.Add(GameManager.gameManager.allStorageDrives[hardDriveDropdown.value]); } // Adding it to our GameManager.gameManager (Or is this necessary?) GameManager.gameManager.servers.Add(serverComponent); CloseForm(); ServerInfoUI sui = FindObjectOfType <ServerInfoUI>(); sui.UpdateServerInfoDisplay(); }