public void ShowInfo(UIEmpireBuilding building) { houseInfo.icon.sprite = Helper.LoadSpriteForBuilding(building.houseData.Id); MyLocalization.HouseInfo houseInfoText = GameManager.localization.getHouseInfo(building.houseData.Id); houseInfo.root.SetActive(true); houseInfo.txtName.text = houseInfoText.Name; houseInfo.txtMax.text = string.Format("Max: {0} House", building.houseData.MaxCount); if (building.houseData.Gold > 0) { houseInfo.silverRoot.SetActive(false); houseInfo.goldRoot.SetActive(true); houseInfo.txtGold.text = building.houseData.Gold.ToString(); } if (building.houseData.Silver > 0) { houseInfo.goldRoot.SetActive(false); houseInfo.silverRoot.SetActive(true); houseInfo.txtSilver.text = building.houseData.Silver.ToString(); } houseInfo.txtSize.text = string.Format("Size: {0}x{1}", building.houseData.SizeX, building.houseData.SizeY); houseInfo.txtDesc.text = Helper.StringToMultiLine(string.Format(houseInfoText.Desc, building.houseData.Lost)); houseInfo.rectDesc.localPosition = new Vector3(0, -1000, 0); }
public void Init(UIEmpireManager manager, List <HouseData> listbuilding) { if (buildings.Count > 0) { foreach (var building in buildings) { GameObject.Destroy(building.Value.gameObject); } buildings.Clear(); } for (int i = 0; i < listbuilding.Count; i++) { HouseData buildingtemp = listbuilding[i]; GameObject buildingObj = GameObject.Instantiate(buildingObject.buidingPrefab) as GameObject; buildingObj.SetActive(true); buildingObj.transform.SetParent(buildingObject.buidingRoot.transform); buildingObj.transform.localPosition = new Vector3(0, -buildingSize.y * i); buildingObj.transform.localScale = new Vector3(1, 1, 1); buildingObj.transform.localRotation = Quaternion.identity; UIEmpireBuilding building = buildingObj.GetComponent <UIEmpireBuilding>(); building.Init(buildingtemp, buildingtemp.Id); buildings[buildingtemp.Id] = building; } buildingObject.rectTranformBackground = buildingObject.buidingRootBackground.GetComponent <RectTransform>(); buildingObject.rectTranformBackground.sizeDelta = new Vector2(80, buildingSize.y * listbuilding.Count); buildingObject.rectTranformBackground.localPosition = new Vector3(0, -1000, 0); }
public void Init(UIEmpireManager manager) { int numhouse = LandConfig.HOUSE_DATA.Count; int numHouseView = 0; int i = 0; foreach (var house in LandConfig.HOUSE_DATA) { int id = house.Key; if (id <= 65) { GameObject buildingObj = GameObject.Instantiate(buildingObject.buidingPrefab) as GameObject; buildingObj.SetActive(true); buildingObj.transform.SetParent(buildingObject.buidingRoot.transform); buildingObj.transform.localPosition = new Vector3(0, -buildingSize.y * i); buildingObj.transform.localScale = new Vector3(1, 1, 1); buildingObj.transform.localRotation = Quaternion.identity; UIEmpireBuilding building = buildingObj.GetComponent <UIEmpireBuilding>(); building.Init(house.Value, id); buildings[id] = building; numHouseView++; } if (id >= 65 && id <= 90) { buildings[65].addSubBuilding(house.Value); } i++; } buildingObject.rectTranformBackground = buildingObject.buidingRootBackground.GetComponent <RectTransform>(); buildingObject.rectTranformBackground.sizeDelta = new Vector2(80, buildingSize.y * (numHouseView + 1)); buildingObject.rectTranformBackground.localPosition = new Vector3(0, -1000, 0); }
public void OnFinishedBuilding(Vector2 pos, UIEmpireBuilding building) { OnMouseOverCellWithBuiding(cells[pos], building.houseData); cells[pos].FinishedBuilding(); }