예제 #1
0
        private void PopulateTechFamilyList(bool SelectFirst = false)
        {
            int num = 0;

            foreach (TechFamily techFamily in this._game.AssetDatabase.MasterTechTree.TechFamilies)
            {
                TechFamily techf = techFamily;
                if (this._game.GameDatabase.GetPlayerTechInfos(this._game.LocalPlayer.ID).FirstOrDefault <PlayerTechInfo>((Func <PlayerTechInfo, bool>)(x => this._game.AssetDatabase.MasterTechTree.Technologies.FirstOrDefault <Tech>((Func <Tech, bool>)(y => y.Id == x.TechFileID)).Family == techf.Id)) != null)
                {
                    this._game.UI.AddItem(this.LeftContentList, "", num, "", "FamilyTechCard");
                    this._FamilyID.Add(num, techf);
                    string itemGlobalId = this._game.UI.GetItemGlobalID(this.LeftContentList, "", num, "");
                    this._techFamilyPanels.Add(num, itemGlobalId);
                    this._game.UI.SetPropertyString(this._game.UI.Path(itemGlobalId, this.SystemButton), "id", this.SystemButton + "|" + (object)num);
                    this._game.UI.SetText(this._game.UI.Path(itemGlobalId, "techLabel"), techf.Name);
                    this._game.UI.SetPropertyString(this._game.UI.Path(itemGlobalId, "icon"), "sprite", Path.GetFileNameWithoutExtension(techf.Icon));
                    ++num;
                }
            }
            if (!SelectFirst || !this._techFamilyPanels.Any <KeyValuePair <int, string> >())
            {
                return;
            }
            this.SelectFamily(this._techFamilyPanels.First <KeyValuePair <int, string> >().Key);
        }
예제 #2
0
        private void AutoSelect()
        {
            Random     random = new Random();
            TechFamily fam    = this._FamilyID.Values.ToArray <TechFamily>()[random.Next(0, this._FamilyID.Values.Count)];

            this.SetSyncedTechFamily(fam);
            this.SetChecked(this._FamilyID.FirstOrDefault <KeyValuePair <int, TechFamily> >((Func <KeyValuePair <int, TechFamily>, bool>)(x => x.Value == fam)).Key, this._TechPanels.Keys.ToArray <string>()[random.Next(0, this._TechPanels.Keys.Count)], false);
        }
예제 #3
0
 protected void SetSyncedTechFamily(TechFamily family)
 {
     this._game.UI.ClearItems(this.RightContentList);
     this._TechToggles.Clear();
     this._TechPanels.Clear();
     foreach (Tech tech1 in this._game.AssetDatabase.MasterTechTree.Technologies.Where <Tech>((Func <Tech, bool>)(x => x.Family == family.Id)))
     {
         Tech tech   = tech1;
         int  techId = this._game.GameDatabase.GetTechID(tech.Id);
         this._game.UI.AddItem(this.RightContentList, "", techId, "", "TechCard_Toggle");
         string itemGlobalId = this._game.UI.GetItemGlobalID(this.RightContentList, "", techId, "");
         this._TechPanels.Add(tech.Id, itemGlobalId);
         this._game.UI.SetChecked(this.UI.Path(itemGlobalId, "techtoggle"), (!this._CheckedTechs.Any <KeyValuePair <string, bool> >((Func <KeyValuePair <string, bool>, bool>)(x => x.Key == tech.Id)) ? 0 : (this._CheckedTechs[tech.Id] ? 1 : 0)) != 0);
         this._game.UI.SetVisible(this.UI.Path(itemGlobalId, "contentSelected"), (!this._CheckedTechs.Any <KeyValuePair <string, bool> >((Func <KeyValuePair <string, bool>, bool>)(x => x.Key == tech.Id)) ? 0 : (this._CheckedTechs[tech.Id] ? 1 : 0)) != 0);
         this._game.UI.SetPropertyString(this.UI.Path(itemGlobalId, "techtoggle"), "id", "techtoggle|" + this._FamilyID.FirstOrDefault <KeyValuePair <int, TechFamily> >((Func <KeyValuePair <int, TechFamily>, bool>)(x => x.Value == family)).Key.ToString() + "|" + tech.Id);
         string globalId = this._game.UI.GetGlobalID(this.UI.Path(itemGlobalId, "techtoggle|" + this._FamilyID.FirstOrDefault <KeyValuePair <int, TechFamily> >((Func <KeyValuePair <int, TechFamily>, bool>)(x => x.Value == family)).Key.ToString() + "|" + tech.Id));
         this._TechToggles.Add(tech.Id, globalId);
         this._game.UI.SetText(this._game.UI.Path(itemGlobalId, "techLabel"), this._game.AssetDatabase.MasterTechTree.Technologies.FirstOrDefault <Tech>((Func <Tech, bool>)(x => x.Id == tech.Id)).Name);
         this._game.UI.SetPropertyString(this._game.UI.Path(itemGlobalId, "icon"), "sprite", Path.GetFileNameWithoutExtension(this._game.AssetDatabase.MasterTechTree.Technologies.FirstOrDefault <Tech>((Func <Tech, bool>)(x => x.Id == tech.Id)).Icon));
     }
 }
 protected void SetSyncedTechFamily(TechFamily family)
 {
     this._game.UI.ClearItems(this.RightContentList);
     this._TechToggles.Clear();
     this._TechPanels.Clear();
     foreach (PlayerTechInfo playerTechInfo in this._game.GameDatabase.GetPlayerTechInfos(this._game.LocalPlayer.ID).Where <PlayerTechInfo>((Func <PlayerTechInfo, bool>)(x => this._game.AssetDatabase.MasterTechTree.Technologies.FirstOrDefault <Tech>((Func <Tech, bool>)(j => j.Id == x.TechFileID)).Family == family.Id)).ToList <PlayerTechInfo>())
     {
         PlayerTechInfo tech = playerTechInfo;
         if (this._game.AssetDatabase.MasterTechTree.Technologies.FirstOrDefault <Tech>((Func <Tech, bool>)(x => x.Id == tech.TechFileID)).Allows.Any <Allowable>((Func <Allowable, bool>)(x => (double)x.GetFactionProbabilityPercentage(this._game.LocalPlayer.Faction.Name.ToLower()) > 0.0)))
         {
             this._game.UI.AddItem(this.RightContentList, "", tech.TechID, "", "TechCard_Toggle");
             string itemGlobalId = this._game.UI.GetItemGlobalID(this.RightContentList, "", tech.TechID, "");
             this._TechPanels.Add(tech.TechFileID, itemGlobalId);
             this._game.UI.SetChecked(this.UI.Path(itemGlobalId, "techtoggle"), (!this._CheckedTechs.Any <KeyValuePair <string, bool> >((Func <KeyValuePair <string, bool>, bool>)(x => x.Key == tech.TechFileID)) ? 0 : (this._CheckedTechs[tech.TechFileID] ? 1 : 0)) != 0);
             this._game.UI.SetVisible(this.UI.Path(itemGlobalId, "contentSelected"), (!this._CheckedTechs.Any <KeyValuePair <string, bool> >((Func <KeyValuePair <string, bool>, bool>)(x => x.Key == tech.TechFileID)) ? 0 : (this._CheckedTechs[tech.TechFileID] ? 1 : 0)) != 0);
             this._game.UI.SetPropertyString(this.UI.Path(itemGlobalId, "techtoggle"), "id", "techtoggle|" + this._FamilyID.FirstOrDefault <KeyValuePair <int, TechFamily> >((Func <KeyValuePair <int, TechFamily>, bool>)(x => x.Value == family)).Key.ToString() + "|" + tech.TechFileID);
             string globalId = this._game.UI.GetGlobalID(this.UI.Path(itemGlobalId, "techtoggle|" + this._FamilyID.FirstOrDefault <KeyValuePair <int, TechFamily> >((Func <KeyValuePair <int, TechFamily>, bool>)(x => x.Value == family)).Key.ToString() + "|" + tech.TechFileID));
             this._TechToggles.Add(tech.TechFileID, globalId);
             this._game.UI.SetText(this._game.UI.Path(itemGlobalId, "techLabel"), this._game.AssetDatabase.MasterTechTree.Technologies.FirstOrDefault <Tech>((Func <Tech, bool>)(x => x.Id == tech.TechFileID)).Name);
             this._game.UI.SetPropertyString(this._game.UI.Path(itemGlobalId, "icon"), "sprite", Path.GetFileNameWithoutExtension(this._game.AssetDatabase.MasterTechTree.Technologies.FirstOrDefault <Tech>((Func <Tech, bool>)(x => x.Id == tech.TechFileID)).Icon));
         }
     }
 }
예제 #5
0
        private void SyncLimitationGroup(LimitationTreatyType ltt)
        {
            this._app.UI.ClearItems("lstLimitationGroup");
            switch (ltt)
            {
            case LimitationTreatyType.ShipClass:
                using (Dictionary <ShipClass, string> .Enumerator enumerator = TreatyEditDialog.ShipClassLimitationGroups.GetEnumerator())
                {
                    while (enumerator.MoveNext())
                    {
                        KeyValuePair <ShipClass, string> current = enumerator.Current;
                        this._app.UI.AddItem("lstLimitationGroup", string.Empty, (int)current.Key, App.Localize(current.Value));
                    }
                    break;
                }

            case LimitationTreatyType.Weapon:
                using (IEnumerator <LogicalWeapon> enumerator = this._app.AssetDatabase.Weapons.GetEnumerator())
                {
                    while (enumerator.MoveNext())
                    {
                        LogicalWeapon current = enumerator.Current;
                        this._app.UI.AddItem("lstLimitationGroup", string.Empty, current.UniqueWeaponID, current.WeaponName);
                    }
                    break;
                }

            case LimitationTreatyType.ResearchTree:
                int userItemId = 0;
                using (List <TechFamily> .Enumerator enumerator = this._app.AssetDatabase.MasterTechTree.TechFamilies.GetEnumerator())
                {
                    while (enumerator.MoveNext())
                    {
                        TechFamily current = enumerator.Current;
                        this._app.UI.AddItem("lstLimitationGroup", string.Empty, userItemId, current.Name);
                        ++userItemId;
                    }
                    break;
                }

            case LimitationTreatyType.ResearchTech:
                using (List <Tech> .Enumerator enumerator = this._app.AssetDatabase.MasterTechTree.Technologies.GetEnumerator())
                {
                    while (enumerator.MoveNext())
                    {
                        Tech           current         = enumerator.Current;
                        int            techId          = this._app.GameDatabase.GetTechID(current.Id);
                        PlayerTechInfo playerTechInfo1 = this._app.GameDatabase.GetPlayerTechInfo(this._editedTreaty.InitiatingPlayerId, techId);
                        PlayerTechInfo playerTechInfo2 = this._app.GameDatabase.GetPlayerTechInfo(this._editedTreaty.ReceivingPlayerId, techId);
                        if (playerTechInfo1 != null && playerTechInfo1.State != TechStates.Researched && (playerTechInfo1.State != TechStates.Researching && playerTechInfo2 != null) && (playerTechInfo2.State != TechStates.Researched && playerTechInfo2.State != TechStates.Researching))
                        {
                            this._app.UI.AddItem("lstLimitationGroup", string.Empty, techId, current.Name);
                        }
                    }
                    break;
                }

            case LimitationTreatyType.StationType:
                using (Dictionary <StationType, string> .Enumerator enumerator = TreatyEditDialog.StationTypeLimitationGroups.GetEnumerator())
                {
                    while (enumerator.MoveNext())
                    {
                        KeyValuePair <StationType, string> current = enumerator.Current;
                        this._app.UI.AddItem("lstLimitationGroup", string.Empty, (int)current.Key, App.Localize(current.Value));
                    }
                    break;
                }
            }
        }