public void ActivateBackdrop(PurchasedBackdrop pBackdrop) { foreach (KeyValuePair <PurchasedBackdrop, AfternoonBackdrop> kvp in mBackdropMap) { if (!(kvp.Key == pBackdrop)) { kvp.Value.Hide(); } else { kvp.Value.Show(); } } }
[RPC] public void PurchaseBackdrop(string pBackdropID) { Backdrop prop = mGame.uBackdrops[pBackdropID]; // Check that there is a prop.uID available bool propAvailable = false; foreach (Prop p in uUnpurchasedBackdrops) { if (p.uID == prop.uID) { propAvailable = true; break; } } if (!propAvailable) { return; } // Check that we have enough money if (uBudget < prop.uPrice) { return; } // Add the prop to our props, and take away the money PurchasedBackdrop purchasedProp = new PurchasedBackdrop(prop); uPurchasedProps.Add(purchasedProp.uID, purchasedProp); uBudget -= prop.uPrice; mSceneManager.PropPurchased(this, purchasedProp); // I don't think we need to sync buying and selling // if (networkView.isMine) { // networkView.RPC ("PurchaseProp", RPCMode.Others, prop.uID); // } }
public void BackdropClicked(dfControl control, System.Int32 value) { PurchasedBackdrop p = uPurchasedBackdrops[value]; ActivateBackdrop(p); }