This will enable a object to receive a rocket part and enable it in the launching platform. With this, we don't to check the presence of parts in the launching platform itself
상속: MonoBehaviour
    public static GameObject OpenLoadingBay(LoadingBay loadingBay)
    {
        Window window = OpenWindowByName("LoadingBay");

        window.Contente.GetComponent <LoadingBayWindow>().loadingBay = loadingBay;
        return(window.gameObject);
    }
예제 #2
0
    public override float Load()
    {
        LoadingBay loadingBay = MapManager.map.GetParcel <LoadingBay>(VehiclePos);

        if (materialQuantity != 0 && loadingBay.CanUnload(materialCurTransport))
        {
            int materialSucessful = loadingBay.TryToInteract(materialCurTransport, materialQuantity);
            materialQuantity -= materialSucessful;
            return(2f);
        }
        else
        {
            foreach (MaterialData curMaterial in vehicleData.materialCanTransport)
            {
                if (loadingBay.GetMaterial(false).ContainsKey(curMaterial) && loadingBay.GetMaterial(false)[curMaterial].quantity > 0)
                {
                    int materialSucessful = loadingBay.TryToInteract(curMaterial, materialQuantity - vehicleData.maxMaterialTransport);
                    materialQuantity    -= materialSucessful;
                    materialCurTransport = curMaterial;
                    return(2f);
                }
            }
        }
        return(0f);
    }
예제 #3
0
    /*
     * F1: Get parcel Info
     * F2: Make auto Construct
     * F3: Give Money
     * F4: Interact Debug
     * F5: Create & Serialize Save
     * F6:
     * F7:
     * F8:
     * F9:
     * F10:
     * F11:
     * F12:
     */

    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.F1))
        {
            MapManager.map.GetParcel(PlayerControler.GetMoussePos().ToVec2Int()).DebugParcel();
        }

        if (Input.GetKeyDown(KeyCode.F2))
        {
            AutoCreatore.MakeAuto(PlayerControler.GetMoussePos().ToVec2Int());
        }
        if (Input.GetKeyDown(KeyCode.F3))
        {
            GameManager.Money += 200000;
        }

        if (Input.GetKeyDown(KeyCode.F4) && MapManager.map.GetparcelType(PlayerControler.GetMoussePos().ToVec2Int()) == typeof(LoadingBay))
        {
            LoadingBay loadingBay = MapManager.map.GetParcel <LoadingBay>(PlayerControler.GetMoussePos().ToVec2Int());
            foreach (KeyValuePair <MaterialData, LoadingBay.MaterialInfo> curMaterial in loadingBay.GetMaterial(true))
            {
                int materialSuccessful = loadingBay.TryToInteract(curMaterial.Key, 20);
                Debug.Log($"Try to give 20 {curMaterial.Key}, material Successful: {materialSuccessful}, now Loading Material: {loadingBay.GetMaterial(true)[curMaterial.Key].quantity}");
            }
            foreach (KeyValuePair <MaterialData, LoadingBay.MaterialInfo> curMaterial in loadingBay.GetMaterial(false))
            {
                int materialSuccessful = -loadingBay.TryToInteract(curMaterial.Key, -20);
                Debug.Log($"Try to take 20 {curMaterial.Key}, material Successful: {materialSuccessful}, now Loading Material: {loadingBay.GetMaterial(false)[curMaterial.Key].quantity}");
            }
        }
        if (Input.GetKeyDown(KeyCode.F4) && MapManager.map.GetparcelType(PlayerControler.GetMoussePos().ToVec2Int()) == typeof(BusStop))
        {
            BusStop busStop            = MapManager.map.GetParcel <BusStop>(PlayerControler.GetMoussePos().ToVec2Int());
            int     materialSuccessful = busStop.TryToInteract(BusStop.PeopleMatarial, -20);
            Debug.Log($"{materialSuccessful}, now Loading Material: {busStop.GetMaterial(false)[BusStop.PeopleMatarial].quantity}");
        }

        if (Input.GetKeyDown(KeyCode.F5))
        {
            Save save = new Save();
            AsyncTask.MonitorTask(save.SaveGame());
        }
    }