public void ThisFillInData(assemblyCsharp.Province province) { this.Name.text = province.getProvName(); string resource = province.getResource().ToString(); Sprite newResourceSprite = Resources.Load("Resource/" + resource, typeof(Sprite)) as Sprite; this.Resource.sprite = newResourceSprite; this.Resource.preserveAspect = true; this.Produces.text = "Produces " + province.getProduction().ToString("0.0") + " " + resource + " /turn"; this.RailroadLevel.text = province.getInfrastructure().ToString(); this.FortLevel.text = province.getFortLevel().ToString(); this.Culture.text = "Culture: " + province.culture; // this.resourceText.text = "Province produces " + resource; // Text text = ResourceTip.GetComponentInChildren<Text>(); // text.text = "Province produces " + Resource; pickProductionPicture(province); State.setCurrentlySelectedProvince(province.getIndex()); App app = UnityEngine.Object.FindObjectOfType <App>(); int playerIndex = app.GetHumanIndex(); Nation player = State.getNations()[playerIndex]; updateSelfProvinceButtons(player, province); }
public void ThatFillInData(assemblyCsharp.Province province) { this.Name.text = province.getProvName(); string resource = province.getResource().ToString(); Sprite newResourceSprite = Resources.Load("Resource/" + resource, typeof(Sprite)) as Sprite; this.Resource.sprite = newResourceSprite; this.Resource.preserveAspect = true; Debug.Log("You f****r...." + province.getProduction().ToString()); this.Produces.text = "Produces " + province.getProduction().ToString("0.0") + " " + resource + " /turn"; this.RailroadLevel.text = province.getInfrastructure().ToString(); this.FortLevel.text = province.getFortLevel().ToString(); this.Culture.text = "Culture: " + province.culture; // this.resourceText.text = "Province produces " + resource; string nation = province.getOwner().ToString(); Debug.Log("Owner: " + nation); this.DevelopmentLevel.text = province.getDevelopmentLevel().ToString(); this.NationName.text = nation; //text.text = "Province produces " + Resource; this.Flag.sprite = Resources.Load("Flags/" + province.getOwner().ToString(), typeof(Sprite)) as Sprite; pickProductionPicture(province); // Text flagText = FlagTip.GetComponentInChildren<Text>(); // Debug.Log("Flag text: " + flagText.text); // flagText.text = Owner; //flagTip.GetComponent<Text>().text = nation; }
private void UpgradeFort() { App app = UnityEngine.Object.FindObjectOfType <App>(); Nation player = State.getNations()[app.GetHumanIndex()]; int provIndex = State.getCurrentlySelectedProvince(); Debug.Log("Currently selected province: " + State.getProvinces()[provIndex].getProvName()); assemblyCsharp.Province prov = State.getProvinces()[provIndex]; PlayerPayer.payFortUpgrade(player, prov); FortLevel.text = prov.getFortLevel().ToString(); AP.text = player.getAP().ToString(); updateSelfProvinceButtons(player, prov); }
public void ThatFillInData(assemblyCsharp.Province province) { this.Name.text = province.getProvName(); string resource = province.getResource().ToString(); Sprite newResourceSprite = Resources.Load("Resource/" + resource, typeof(Sprite)) as Sprite; this.Resource.sprite = newResourceSprite; this.Produces.text = "Produces " + Produces.ToString() + " " + resource + " /turn"; this.RailroadLevel.text = province.getInfrastructure().ToString(); this.FortLevel.text = province.getFortLevel().ToString(); this.Culture.text = "Culture: " + province.culture; this.resourceText.text = "Province produces " + resource; string nation = province.getOwner().ToString(); this.NationName.text = nation; //text.text = "Province produces " + Resource; this.Flag.sprite = Resources.Load("Flags/" + province.getOwner().ToString(), typeof(Sprite)) as Sprite; // Text flagText = FlagTip.GetComponentInChildren<Text>(); // Debug.Log("Flag text: " + flagText.text); // flagText.text = Owner; }