public void Init(FactoryBuildTask task) { factoryTask = task; itemIcon.sprite = task.buildItem.icon; itemName = task.buildItem.name; //completion.text = (task.hoursContributed / (task.buildItem.buildHours * task.itemBuildAmount)).ToString(); }
public FactoryUIData(FactoryBuildTask task) { selectedTask = task; selectedItem = selectedTask.buildItem; selectedUpgrade = selectedItem.currentUpgrade; buildCount = selectedTask.itemBuildAmount; colonistAssignedCount = selectedTask.allocatedColonists.Count; }
public void RemoveFactoryTask(FactoryBuildTask task) { foreach (Colonist colonist in task.allocatedColonists) { GameController.Instance.colonistController.SetIdleColonist(colonist); } factoryData.currentBuildTasks.Remove(task); UIController.Instance.factoryUI.UpdateTaskList(); }
public void AddFactoryTask(Item item, int colonistsAssigned, int amountToBuild) { FactoryBuildTask newFactoryTask = new FactoryBuildTask(item, amountToBuild); for (int i = 0; i < colonistsAssigned; i++) { Colonist idleColonist = GameController.Instance.colonistController.GetIdleColonist(); GameController.Instance.colonistController.AllocateColonistToTask(idleColonist, newFactoryTask); } factoryData.currentBuildTasks.Add(newFactoryTask); }
public void AddFactoryTask(FactoryUIData taskData) { FactoryBuildTask newFactoryTask = new FactoryBuildTask(taskData); newFactoryTask.allocatedColonists = new List <Colonist>(); for (int i = 0; i < taskData.colonistAssignedCount; i++) { Colonist idleColonist = GameController.Instance.colonistController.GetIdleColonist(); GameController.Instance.colonistController.AllocateColonistToTask(idleColonist, newFactoryTask); } factoryData.currentBuildTasks.Add(newFactoryTask); }