コード例 #1
0
    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
    }
コード例 #2
0
    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;
    }
コード例 #3
0
    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;
    }
コード例 #4
0
    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);
        }
    }