private void Add_Import_Row(ForeignCity city, Resource resource, string price_label) { GameObject row = GameObject.Instantiate( Import_Row_Prototype, new Vector3( Import_Row_Prototype.transform.position.x, Import_Row_Prototype.transform.position.y - (20.0f * import_rows.Count), Import_Row_Prototype.transform.position.z ), Quaternion.identity, Import_Content.transform ); row.gameObject.SetActive(true); row.name = string.Format("import_row_{0}", current_row_id); current_row_id++; if (current_row_id > 99999) { current_row_id = 0; } if (resource.Has_Sprite) { GameObject.Find(string.Format("{0}/IconImage", row.name)).GetComponent <Image>().sprite = SpriteManager.Instance.Get(resource.Sprite_Name, resource.Sprite_Type); } else { GameObject.Find(string.Format("{0}/IconImage", row.name)).SetActive(false); } GameObject.Find(string.Format("{0}/NameText", row.name)).GetComponent <Text>().text = resource.UI_Name; GameObject.Find(string.Format("{0}/PriceText", row.name)).GetComponent <Text>().text = Helper.Float_To_String(city.Get_Import_Price(resource), 2); GameObject.Find(string.Format("{0}/PriceDetailText", row.name)).GetComponent <Text>().text = price_label; import_rows.Add(row); }
public void Load(ContactsSaveData data) { ForeignCity.Reset_Current_Id(); Cities.Clear(); foreach (ForeignCitySaveData city_data in data.Cities) { Cities.Add(new ForeignCity(city_data)); } }
private void Select_City(ForeignCity city) { Side_Panel.SetActive(true); Name_Text.text = city.Name; Type_Text.text = Helper.Snake_Case_To_UI(city.City_Type.ToString(), true); Relations_Text.text = Helper.Float_To_String(city.Opinion * 100.0f, 0, true) + "%"; Discount_Text.text = city.Discount.HasValue ? Helper.Float_To_String(city.Discount.Value * 100.0f, 0) + "%" : "-"; switch (city.Trade_Route_Type) { case ForeignCity.TradeRouteType.Both: Route_Text.text = "Land and water"; break; case ForeignCity.TradeRouteType.Land: Route_Text.text = "Land"; break; case ForeignCity.TradeRouteType.Water: Route_Text.text = "Water"; break; } foreach (GameObject row in export_rows) { GameObject.Destroy(row.gameObject); } export_rows.Clear(); foreach (GameObject row in import_rows) { GameObject.Destroy(row.gameObject); } import_rows.Clear(); foreach (Resource resource in city.Cheap_Exports) { Add_Export_Row(city, resource, "Cheap"); } foreach (Resource resource in city.Exports) { Add_Export_Row(city, resource, "Normal"); } foreach (Resource resource in city.Expensive_Exports) { Add_Export_Row(city, resource, "Expensive"); } Export_Content.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, (25.0f * export_rows.Count) + 5.0f); foreach (Resource resource in city.Preferred_Imports) { Add_Import_Row(city, resource, "High"); } foreach (Resource resource in city.Disliked_Imports) { Add_Import_Row(city, resource, "Low"); } foreach (Resource resource in city.Unaccepted_Imports) { Add_Import_Row(city, resource, "Unaccepted"); } Import_Content.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, (25.0f * import_rows.Count) + 5.0f); }