public void ClearLabels()
        {
            factionLabel.SetActive(false);
            factionButton.gameObject.SetActive(false);
            if (systemConfigurationManager.NewGameFaction == true)
            {
                foreach (Faction faction in systemDataFactory.GetResourceList <Faction>())
                {
                    if (faction.NewGameOption == true)
                    {
                        factionLabel.SetActive(true);
                        factionButton.gameObject.SetActive(true);
                        break;
                    }
                }
            }

            characterClassLabel.SetActive(false);
            characterClassButton.gameObject.SetActive(false);
            if (systemConfigurationManager.NewGameClass == true)
            {
                foreach (CharacterClass characterClass in systemDataFactory.GetResourceList <CharacterClass>())
                {
                    if (characterClass.NewGameOption == true)
                    {
                        characterClassLabel.SetActive(true);
                        characterClassButton.gameObject.SetActive(true);
                        break;
                    }
                }
            }

            classSpecializationLabel.SetActive(false);
            classSpecializationButton.gameObject.SetActive(false);
            if (systemConfigurationManager.NewGameSpecialization == true)
            {
                foreach (ClassSpecialization classSpecialization in systemDataFactory.GetResourceList <ClassSpecialization>())
                {
                    if (classSpecialization.NewGameOption == true)
                    {
                        classSpecializationLabel.SetActive(true);
                        classSpecializationButton.gameObject.SetActive(true);
                        break;
                    }
                }
            }

            /*
             * foreach (UINavigationController uINavigationController in uINavigationControllers) {
             *  uINavigationController.UpdateNavigationList();
             * }
             */
        }
예제 #2
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 public void AcceptAchievements()
 {
     //Debug.Log("SystemQuestManager.AcceptAchievements()");
     foreach (Quest resource in systemDataFactory.GetResourceList <Quest>())
     {
         if (resource.IsAchievement == true && resource.TurnedIn == false && resource.IsComplete == false)
         {
             resource.AcceptQuest();
         }
     }
 }
예제 #3
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 // finds a currency group that the currency belongs to, or returns null if it does not belong to a group
 public CurrencyGroup FindCurrencyGroup(Currency currency)
 {
     //Debug.Log("CurrencyConverter.FindCurrencyGroup(" + (currency == null ? "null" : currency.DisplayName) + ")");
     if (currency != null)
     {
         foreach (CurrencyGroup currencyGroup in systemDataFactory.GetResourceList <CurrencyGroup>())
         {
             if (currencyGroup.HasCurrency(currency))
             {
                 return(currencyGroup);
             }
         }
     }
     return(null);
 }
예제 #4
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        public void PopulateCredits()
        {
            bool firstCategoryPassed = false;

            // first, loope through and organize everything into categories
            // this is necessary because categories may not be unique across different content directories
            // and so need to have their content merged
            foreach (CreditsCategory creditsCategory in systemDataFactory.GetResourceList <CreditsCategory>())
            {
                if (categoriesDictionary.ContainsKey(creditsCategory.CategoryName) == false)
                {
                    categoriesDictionary.Add(creditsCategory.CategoryName, creditsCategory.CreditsNodes);
                }
                else
                {
                    categoriesDictionary[creditsCategory.CategoryName].AddRange(creditsCategory.CreditsNodes);
                }
            }

            foreach (string categoryName in categoriesDictionary.Keys)
            {
                GameObject go = null;
                if (firstCategoryPassed)
                {
                    // add a blank line as a spacer between categories
                    go = objectPooler.GetPooledObject(creditCategoryTemplate, creditsContainer);
                    go.GetComponent <CreditCategoryController>().MyTitleText.text = " ";
                }
                go = objectPooler.GetPooledObject(creditCategoryTemplate, creditsContainer);
                go.GetComponent <CreditCategoryController>().MyTitleText.text = categoryName;
                firstCategoryPassed = true;
                foreach (CreditsNode creditsNode in categoriesDictionary[categoryName])
                {
                    go = objectPooler.GetPooledObject(creditTemplate, creditsContainer);
                    CreditController creditController = go.GetComponent <CreditController>();
                    creditController.CreditNameText.text  = creditsNode.CreditName;
                    creditController.AttributionText.text = creditsNode.CreditAttribution;
                    creditController.UserUrl     = creditsNode.UserUrl;
                    creditController.DownloadUrl = creditsNode.DownloadUrl;
                    uINavigationControllers[1].AddActiveButton(creditController.NameHighlightButton);
                    uINavigationControllers[1].AddActiveButton(creditController.AttributionHighlightButton);
                    creditController.NameHighlightButton.Configure(systemGameManager);
                    creditController.AttributionHighlightButton.Configure(systemGameManager);
                }
                //(uINavigationControllers[1] as UINavigationGrid).NumRows = Mathf.CeilToInt((float)(uINavigationControllers[1].ActiveNavigableButtonCount) / 2f);
            }
        }
예제 #5
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        public override void Configure(SystemGameManager systemGameManager)
        {
            //Debug.Log("CombatLogUI.Awake()");
            base.Configure(systemGameManager);

            chatHighlightButton.Configure(systemGameManager);
            combatHighlightButton.Configure(systemGameManager);
            systemHighlightButton.Configure(systemGameManager);

            PopulateObjectPool();
            ClearLog();

            textInput.onSubmit.AddListener(ProcessEnterKey);

            // populate the dictionary
            foreach (ChatCommand chatCommand in systemDataFactory.GetResourceList <ChatCommand>())
            {
                commandDictionary.Add(chatCommand.DisplayName.ToLower().Replace(" ", ""), chatCommand);
            }
        }
예제 #6
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        protected override void PopulatePages()
        {
            //Debug.Log("AchievementPanelUI.CreatePages()");
            QuestContentList page = new QuestContentList();

            foreach (Quest quest in systemDataFactory.GetResourceList <Quest>())
            {
                if (quest.IsAchievement && quest.TurnedIn)
                {
                    page.quests.Add(quest);
                }
                if (page.quests.Count == pageSize)
                {
                    pages.Add(page);
                    page = new QuestContentList();
                }
            }
            if (page.quests.Count > 0)
            {
                pages.Add(page);
            }
            AddResources();
        }
예제 #7
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        public void ClearButtons()
        {
            // disable character button if option not allowed or no faction exists
            if (systemConfigurationManager.NewGameAppearance == true)
            {
                characterButton.gameObject.SetActive(true);
            }
            else
            {
                characterButton.gameObject.SetActive(false);
            }

            if (systemConfigurationManager.NewGameUMAAppearance == true)
            {
                appearanceButton.gameObject.SetActive(true);
            }
            else
            {
                appearanceButton.gameObject.SetActive(false);
            }

            // disable faction button if option not allowed or no faction exists
            factionButton.gameObject.SetActive(false);
            if (systemConfigurationManager.NewGameFaction == true)
            {
                foreach (Faction faction in systemDataFactory.GetResourceList <Faction>())
                {
                    if (faction.NewGameOption == true)
                    {
                        factionButton.gameObject.SetActive(true);
                        break;
                    }
                }
            }

            // disable class button if option not allowed or no faction exists
            classButton.gameObject.SetActive(false);
            if (systemConfigurationManager.NewGameClass == true)
            {
                foreach (CharacterClass characterClass in systemDataFactory.GetResourceList <CharacterClass>())
                {
                    if (characterClass.NewGameOption == true)
                    {
                        classButton.gameObject.SetActive(true);
                        break;
                    }
                }
            }

            // disable specialization button if option not allowed or class button disabled (specializations do not have a specific new game option)
            if (systemConfigurationManager.NewGameSpecialization == true)
            {
                if (classButton.gameObject.activeSelf == true)
                {
                    specializationButton.gameObject.SetActive(true);
                }
                else
                {
                    specializationButton.gameObject.SetActive(false);
                }
            }
            else
            {
                specializationButton.gameObject.SetActive(false);
            }

            uINavigationControllers[0].UpdateNavigationList();
        }