void ActivateUnitInfoPanel(PartyUnit partyUnit, BackgroundIntermediate.Mode backgroundMode) { // activate intermediate background backgroundIntermediate.SetActive(true, backgroundMode); // activate it gameObject.SetActive(true); // Fill in unit name if (partyUnit.GivenName != partyUnit.UnitName) { transform.Find("UnitName").GetComponent <Text>().text = partyUnit.GivenName; // activate unit class, because unit has his own name transform.Find("NamedUnitClass").gameObject.SetActive(true); transform.Find("NamedUnitClass").GetComponent <Text>().text = partyUnit.UnitName; } else { transform.Find("UnitName").GetComponent <Text>().text = partyUnit.UnitName; // deactivate unit class, because it is the same as name transform.Find("NamedUnitClass").gameObject.SetActive(false); } // Fill in unit level transform.Find("Panel/UnitLevel/Value").GetComponent <Text>().text = partyUnit.UnitLevel.ToString(); // Fill in unit current and experience required to reach next level transform.Find("Panel/UnitExperience/Value").GetComponent <Text>().text = partyUnit.UnitExperience.ToString() + "/" + partyUnit.UnitExperienceRequiredToReachNextLevel.ToString(); // Verify if unit is leader if (partyUnit.IsLeader) { // unit is leader // Fill in leadership information SetUnitLeadershipInfo(partyUnit); // Set unit move points info SetUnitMovePointsInfo(partyUnit); // Set scouting range info SetUnitScoutingRangeInfo(partyUnit); } else { // unit is common unit // deactivate leadership info transform.Find("Panel/LeaderAttributes").gameObject.SetActive(false); } // Fill in unit health current and max SetUnitHealthInfo(partyUnit); // Fill in unit effective defense including additional defense mondifiers: SetUnitDefenseInfo(partyUnit); // Fill in resistances SetUnitResistancesInfo(partyUnit); // Fill in immunities // .. - replaced with resistance 100% = immune //string immunities = ""; //// verify if there are any rezistances //if (partyUnit.GetImmunities().Length > 0) //{ // for (int i = 0; i < partyUnit.GetImmunities().Length; i++) // { // // UnitPowerSource resistance in partyUnit.GetResistances()) // // if this is first resistance then do not add "/" at the end // if (0 == i) // { // immunities = partyUnit.GetImmunities()[i].ToString(); // } // else // { // immunities = immunities + ", " + partyUnit.GetImmunities()[i].ToString(); // } // } //} //transform.Find("Panel/UnitImmunities/Value").GetComponent<Text>().text = immunities; // Fill in unit initiative SetUnitInitiativeInfo(partyUnit); // Fill in unit ability transform.Find("Panel/UnitAbility/Name").GetComponent <Text>().text = partyUnit.UnitAbilityID.ToString(); // Fill in unit power SetUnitPowerInfo(partyUnit); // Fill in unit power source transform.Find("Panel/AbilityParameters/Source").GetComponent <Text>().text = partyUnit.UnitAbilityPowerSource.ToString(); // Fill in unit distance transform.Find("Panel/AbilityParameters/Distance").GetComponent <Text>().text = partyUnit.UnitAbilityRange.ToString(); // Fill in unit power scope transform.Find("Panel/AbilityParameters/Scope").GetComponent <Text>().text = partyUnit.UnitAbilityPowerScope.DisplayName; // Fill in information about unique power modifiers FillInUniquePowerModifiersInformation(partyUnit); // Fill in description transform.Find("Panel/UnitDescription/Value").GetComponent <Text>().text = partyUnit.UnitFullDescription.ToString(); }
public void ActivateAdvance(PartyUnit partyUnit, Align align = Align.Middle, bool isInterractible = true, ContentMode mode = ContentMode.Full, BackgroundIntermediate.Mode backgroundMode = BackgroundIntermediate.Mode.MiddleScreen) { // verify party unit is not null, if it is null, // then user right clicked on a cell without unit if (partyUnit) { ActivateUnitInfoPanel(partyUnit, backgroundMode); SetAlign(align); interactable = isInterractible; if (mode == ContentMode.Full) { // activate full mode Br transform.Find("BrFull").gameObject.SetActive(true); // deactivate short mode Br transform.Find("BrShort").gameObject.SetActive(false); // activate unit description transform.Find("Panel/UnitDescription").gameObject.SetActive(true); } else if (mode == ContentMode.Short) { // deactivate full mode Br transform.Find("BrFull").gameObject.SetActive(false); // activate short mode Br transform.Find("BrShort").gameObject.SetActive(true); // deactivate unit description transform.Find("Panel/UnitDescription").gameObject.SetActive(false); } else { Debug.LogError("Unknown mode: " + mode.ToString()); } } }