void PopulateCharacterTraitsInstances() { uint charactersAndSurvivors = 1 + survivorManager.NumberOfSurvivors(); // Spawn foreach (GameObject panel in traitsPanels) { GameObject.Destroy(panel); } traitsPanels.Clear(); for (uint i = 0; i < charactersAndSurvivors; ++i) { GameObject statusPanel = GameObject.Instantiate(templateCharacterStatus, characterTraitsPanel.transform, false); traitsPanels.Add(statusPanel); } #if false // Height float maxHeightOfPanels = characterTraitsPanel.GetComponent <RectTransform>().sizeDelta.y - characterTraitsPanel.GetComponent <VerticalLayoutGroup>().padding.top - characterTraitsPanel.GetComponent <VerticalLayoutGroup>().padding.bottom; float heightOfPanel = templateCharacterStatus.GetComponent <RectTransform>().sizeDelta.y; float heightOfAllPanels = charactersAndSurvivors * heightOfPanel; if (heightOfAllPanels > maxHeightOfPanels) { characterTraitsPanel.GetComponent <VerticalLayoutGroup>().childControlHeight = true; } else { characterTraitsPanel.GetComponent <VerticalLayoutGroup>().childControlHeight = false; } #endif }
public void HarvestFarm() { if (farmSystemQuantity != farmSystemMaximumQuantity) { throw new System.Exception("Expected food bar to be full"); } Survivor_Manager survivorManager = GameObject.Find("Survivor_Manager").GetComponent <Survivor_Manager>(); currentFarmFood += foodGatheredForEachSurvivor * (1 + survivorManager.NumberOfSurvivors()); farmSystemQuantity = 0f; }
public void HarvestWater() { if (waterSystemQuantity != waterSystemMaximumQuantity) { throw new System.Exception("Expected water bar to be full"); } Survivor_Manager survivorManager = GameObject.Find("Survivor_Manager").GetComponent <Survivor_Manager>(); currentWater += waterGatheredForEachSurvivor * (1 + survivorManager.NumberOfSurvivors()); waterSystemQuantity = 0f; }
void PopulateCharacterStatusInstances() { uint charactersAndSurvivors = 1 + survivorManager.NumberOfSurvivors(); // Spawn foreach (GameObject panel in statusPanels) { GameObject.Destroy(panel); } statusPanels.Clear(); for (uint i = 0; i < charactersAndSurvivors; ++i) { GameObject statusPanel = GameObject.Instantiate(templateCharacterStatus, characterStatusPanel.transform, false); statusPanels.Add(statusPanel); } }