Exemplo n.º 1
0
    public void RecruitFrigate()
    {
        Debug.Log("Build Frigate!");
        App    app    = UnityEngine.Object.FindObjectOfType <App>();
        Nation player = State.getNations()[app.GetHumanIndex()];

        PlayerPayer.PayFrigate(player);
        recruitingFrigatesText.text = player.getNavyProducing(MyEnum.NavyUnits.frigates).ToString();
        UpdateNavyTable();
        upgradeShipyardButton.interactable = false;
        ui_updater.updateUI();
    }
Exemplo n.º 2
0
    public void researchTech()
    {
        string techName = hiddenTechName.text;

        Debug.Log(techName);
        Technology tech   = State.GetTechnologies()[techName];
        App        app    = UnityEngine.Object.FindObjectOfType <App>();
        Nation     player = State.getNations()[app.GetHumanIndex()];

        PlayerPayer.PayForTechnology(player, techName);
        PlayerReceiver.addNewTech(player, tech);
        PlayerReceiver.registerTechChanges(tech, player);
        tech.SetDiscovered(true);
        tech.SetDiscoveredBy(player.getIndex());
        research.interactable = false;
        researchPoints.text   = player.Research.ToString();
        numberPattents.text   = player.getNumberPattents().ToString();
        GameObject buttonOfResearchedTech = GetChildWithName.getChildWithName(techTreeConnector, tech.GetTechName());
        Image      image = buttonOfResearchedTech.GetComponent <Image>();

        image.sprite = Resources.Load("AlchemistUITools/SteamContent/Sprites/Buttons/QuadroBtnBg", typeof(Sprite)) as Sprite;

        RectTransform imageTransform = image.rectTransform;

        imageTransform.ForceUpdateRectTransforms();
        uI_updater.updateUI();
    }
Exemplo n.º 3
0
    private void ExpandWarehouse()
    {
        App    app         = UnityEngine.Object.FindObjectOfType <App>();
        int    playerIndex = app.GetHumanIndex();
        Nation player      = State.getNations()[playerIndex];

        PlayerPayer.payWarehouseExpansion(player);
        uiUpdater.updateUI();
    }
Exemplo n.º 4
0
    private void addTransportCapacity()
    {
        App    app    = UnityEngine.Object.FindObjectOfType <App>();
        Nation player = State.getNations()[app.GetHumanIndex()];

        player.UseAP(1);
        player.useIP(1);
        player.consumeGoods(MyEnum.Goods.parts, 1);
        player.industry.addTrain();
        player.industry.increaseTransportCapacity(2);
        uiUpdater.updateUI();
        updateTransportPanel();
    }
Exemplo n.º 5
0
 private void continueToNextTurn()
 {
     Debug.Log("Countinue to Next Turn ___________________________________________________________________________________________________________________");
     ColourContries();
     Debug.Log("Turn: " + State.turn);
     //  State.TurnIncrement();
     ui_updater.updateUI();
     turnButton.interactable = true;
     while (State.GetPhase() != MyEnum.GamePhase.adminstration)
     {
         State.advanceGamePhase();
     }
 }
Exemplo n.º 6
0
    private void addDoctrine()
    {
        App    app         = UnityEngine.Object.FindObjectOfType <App>();
        int    playerIndex = app.GetHumanIndex();
        Nation player      = State.getNations()[playerIndex];
        string name        = EventSystem.current.currentSelectedGameObject.name;

        Debug.Log(name);
        MyEnum.ArmyDoctrines newDoctrine = (MyEnum.ArmyDoctrines)Enum.Parse(typeof(MyEnum.ArmyDoctrines), name);
        Debug.Log(newDoctrine);
        player.landForces.addDoctrine(newDoctrine);
        uiUpdater.updateUI();
    }
Exemplo n.º 7
0
    public void addAP()
    {
        App    app    = UnityEngine.Object.FindObjectOfType <App>();
        Nation player = State.getNations()[app.GetHumanIndex()];

        PlayerPayer.payForAP(player);
        PlayerReceiver.collectAP(player, 5);

        uiUpdater.updateUI();
    }