Exemplo n.º 1
0
    private void updateUI()
    {
        if (titleText.text != GameVariables.batimentSelectionne.nomBatiment)
        {
            initUI();
        }

        //Update Effectifs if Nessecary
        if (buildingPopulationManager.gameObject.activeSelf == true)
        {
            buildingPopulationManager.enableUpAction();
            buildingPopulationManager.enableDownAction();

            //Update Avaible Pop
            int avaiblePopCounter = GameVariables.listHabitant.Count;

            if (avaiblePopCounter == 0)
            { //On désac le bouton + (plus de pop dispo)
                buildingPopulationManager.disableUpAction();
            }

            //Update Bat Pop
            int batPopCounter = GameVariables.batimentSelectionne.ListHabitants.Count;
            buildingPopulationManager.setPopCounter(batPopCounter);
            if (batPopCounter == 0)
            { //On désac le bouton - (pas de pop a retirer)
                buildingPopulationManager.disableDownAction();
            }
            if (batPopCounter == GameVariables.batimentSelectionne.nbrMaxHab)
            { //On désac le bouton + (plus de place pour pop supp)
                buildingPopulationManager.disableUpAction();
            }
        }

        //Update Prod if Nessecary
        if (buildingProdUI.gameObject.activeSelf == true)
        {
            buildingProdUI.updateProdIcon((GameVariables.batimentSelectionne as BatimentRessource).typeHabitant);
            buildingProdUI.updateCurrentProd((GameVariables.batimentSelectionne as BatimentRessource).getCurrentResourceProd());
            buildingProdUI.updateProdUnit((GameVariables.batimentSelectionne as BatimentRessource).nbSecondBeforeGenerate, "sec");
        }

        //Update Upgrade if Nessecary
        if (buildingUpgradeUI.gameObject.activeSelf == true)
        {
            //MAJ des couts d'upgrade
            buildingUpgradeUI.updateFoodCost(GameVariables.batimentSelectionne.batUpgrade.GetComponent <Batiment>().priceMeat);
            buildingUpgradeUI.updateWoodCost(GameVariables.batimentSelectionne.batUpgrade.GetComponent <Batiment>().priceWood);
            buildingUpgradeUI.updateIronCost(GameVariables.batimentSelectionne.batUpgrade.GetComponent <Batiment>().priceIron);
            buildingUpgradeUI.updateGoldCost(GameVariables.batimentSelectionne.batUpgrade.GetComponent <Batiment>().priceGold);
            buildingUpgradeUI.updateManaCost(GameVariables.batimentSelectionne.batUpgrade.GetComponent <Batiment>().priceMana);


            buildingUpgradeUI.setUpgradeButtonActive(true); //De base upgrade possible
            if (GameVariables.nbMeat < GameVariables.batimentSelectionne.batUpgrade.GetComponent <Batiment>().priceMeat ||
                GameVariables.nbWood < GameVariables.batimentSelectionne.batUpgrade.GetComponent <Batiment>().priceWood ||
                GameVariables.nbIron < GameVariables.batimentSelectionne.batUpgrade.GetComponent <Batiment>().priceIron ||
                GameVariables.nbGold < GameVariables.batimentSelectionne.batUpgrade.GetComponent <Batiment>().priceGold ||
                GameVariables.nbMana < GameVariables.batimentSelectionne.batUpgrade.GetComponent <Batiment>().priceMana)
            {                                                    //Si une ressource manquante
                buildingUpgradeUI.setUpgradeButtonActive(false); //Upgrade imposible
            }
        }
    }
    void updateUI()
    {
        //Update Avaible Pop
        int avaiblePopCounter = getQtCurr_avaiblePop();

        avaiblePop.setPopCounter(avaiblePopCounter);

        if (avaiblePopCounter == 0)
        { //On désac les boutons + (plus de pop dispo)
            avaiblePop.disableUpAction(); miliciaPop.disableUpAction(); foodPop.disableUpAction(); woodPop.disableUpAction(); ironPop.disableUpAction(); goldPop.disableUpAction(); manaPop.disableUpAction();
        }

        //Update Food Pop
        int miliciaPopCounter = getQtCurr_miliciaPop();

        miliciaPop.setPopCounter(miliciaPopCounter);
        if (miliciaPopCounter == 0)
        { //On désac le bouton - (pas de pop a retirer)
            miliciaPop.disableDownAction();
        }
        if (miliciaPopCounter == getQtMax_miliciaPop())
        { //On désac le bouton + (plus de place pour pop supp)
            miliciaPop.disableUpAction();
        }

        //Update Food Pop
        int foodPopCounter = getQtCurr_foodPop();

        foodPop.setPopCounter(foodPopCounter);
        if (foodPopCounter == 0)
        { //On désac le bouton - (pas de pop a retirer)
            foodPop.disableDownAction();
        }
        if (foodPopCounter == getQtMax_foodPop())
        { //On désac le bouton + (plus de place pour pop supp)
            foodPop.disableUpAction();
        }

        //Update Wood Pop
        int woodPopCounter = getQtCurr_woodPop();

        woodPop.setPopCounter(woodPopCounter);
        if (woodPopCounter == 0)
        { //On désac le bouton - (pas de pop a retirer)
            woodPop.disableDownAction();
        }
        if (woodPopCounter == getQtMax_woodPop())
        { //On désac le bouton + (plus de place pour pop supp)
            woodPop.disableUpAction();
        }

        //Update Iron Pop
        int ironPopCounter = getQtCurr_ironPop();

        ironPop.setPopCounter(ironPopCounter);
        if (ironPopCounter == 0)
        { //On désac le bouton - (pas de pop a retirer)
            ironPop.disableDownAction();
        }
        if (ironPopCounter == getQtMax_ironPop())
        { //On désac le bouton + (plus de place pour pop supp)
            ironPop.disableUpAction();
        }

        //Update Gold Pop
        int goldPopCounter = getQtCurr_goldPop();

        goldPop.setPopCounter(goldPopCounter);
        if (goldPopCounter == 0)
        { //On désac le bouton - (pas de pop a retirer)
            goldPop.disableDownAction();
        }
        if (goldPopCounter == getQtMax_goldPop())
        { //On désac le bouton + (plus de place pour pop supp)
            goldPop.disableUpAction();
        }

        //Update Mana Pop
        int manaPopCounter = getQtCurr_manaPop();

        manaPop.setPopCounter(manaPopCounter);
        if (manaPopCounter == 0)
        { //On désac le bouton - (pas de pop a retirer)
            manaPop.disableDownAction();
        }
        if (manaPopCounter == getQtMax_manaPop())
        { //On désac le bouton + (plus de place pour pop supp)
            manaPop.disableUpAction();
        }
    }