// Use this for initialization void Start() { BaseItem item = BaseItemDatabase.GetItem(0); if (item != null) { Debug.Log(string.Format("item ID: {0}, Item Name: {1}, Item Description: {2}", item.ItemID, item.ItemName, item.ItemDecription)); } item = BaseItemDatabase.GetItem(1); if (item != null) { Debug.Log(string.Format("item ID: {0}, Item Name: {1}, Item Description: {2}", item.ItemID, item.ItemName, item.ItemDecription)); } }
public void InstantiateBuild(int BuildNumber) // HERE SHOULD ALSO BE A PARAMETER FOR BUILDTYPE to determine if it is a ship or not! { BaseItem newObject = BaseItemDatabase.GetItem(BuildNumber); //NOTE: THIS HAS BEEN MOVED OUTSIDE THE IF condition BELOW!!! HangarManager.Instance().InProductionItems.Add(newObject); if (ResourceManager.instance.HasResourcesFor(newObject) && ResourceManager.instance.HasEnergyFor(newObject)) // Do we have the required resources ANd Energy { //If yes if (newObject.ItemTypeNr == 1 && HangarManager.Instance().HasEmptySpot()) //Is there an empty spot in the hangar? { ItemCounter++; //every time we build something this is incremented to give unique names etc. newObject.InProduction = true; newObject.ShipIdentifier = ItemCounter; newObject.ShipName = newObject.ItemName + "0" + ItemCounter; HangarManager.Instance().InsertShip(newObject); //Insert Item BuildNumber (e.g. 0 = probe) DaysUntilFinished = newObject.TurnsUntillFinished; Debug.Log(newObject.PowerNeeded + " PowerNeeded "); // Below a call to a method to set the data from the selected object for production into a specific hangar. MIGHT not belong here!! TypeName = newObject.ItemName; } else if (newObject.ItemTypeNr == 1 && HangarManager.Instance().HasEmptySpot() == false) { //Message player that there is no room in Hangar Destroy(newObject); //Ødelæg objectet NotEnoughRoomInHangarPanel.SetActive(true); } //All other non SpaceCraftObjects handled here if (newObject.ItemTypeNr == 2) // if this is an energyitem { newObject.InProduction = true; // set the item to be in production HangarManager.Instance().InsertEquipment(newObject); DaysUntilFinished = newObject.TurnsUntillFinished; // not sure if this is used.... } if (newObject.ItemTypeNr == 3) // if this is an Weaponitem { newObject.InProduction = true; // set the item to be in production HangarManager.Instance().InsertEquipment(newObject); DaysUntilFinished = newObject.TurnsUntillFinished; // not sure if this is used.... } if (newObject.ItemTypeNr == 4) // if this is an Supplementaryitem { newObject.InProduction = true; // set the item to be in production HangarManager.Instance().InsertEquipment(newObject); DaysUntilFinished = newObject.TurnsUntillFinished; // not sure if this is used.... } /* else // if the type = 1 and there is no space it should be destroyed * { * Destroy(newObject); //Ødelæg objectet * NotenoughResourcesPanel.SetActive(true); * } */ } else //If no: { //fortæl spilleren at der ikke er resourcer nok if (ResourceManager.instance.HasResourcesFor(newObject) == false) { NotenoughResourcesPanel.SetActive(true); } if (ResourceManager.instance.HasEnergyFor(newObject) == false) { NotEnoughEnergyPanel.SetActive(true); } Destroy(newObject); //Ødelæg objectet } }