private void AddBuildings() { foreach (KeyValuePair <string, BuildingProgress> kvp in BuildingProgress) { BuildingData buildingData = GenericDataLoader.GetData <BuildingData>(kvp.Value.ID); UnitProgress unitProgressForBuilding = UnitProgress[buildingData.Unit]; Buildings.Add(new Building(kvp.Value, unitProgressForBuilding)); } }
public UnitModifier(ProgressBase i_progress) { mModel = new ViewModel(); mData = GenericDataLoader.GetData <T>(i_progress.ID); mLevel = new Upgradeable(); mLevel.SetPropertyToUpgrade(mModel, mData.Level); Level.Value = i_progress.Level; }
public Building(BuildingProgress i_buildingProgress, UnitProgress i_unitProgress) { mModel = new ViewModel(); mData = GenericDataLoader.GetData <BuildingData>(i_buildingProgress.ID); Name = mData.GetName(); NumUnits = (int)Math.Floor(i_unitProgress.Count); NextUnitProgress = i_unitProgress.Count - NumUnits; mLevel = new Upgradeable(); mLevel.SetPropertyToUpgrade(mModel, mData.BuildingLevel); mLevel.UpgradeCompleteEvent += OnUpgraded; Level.Value = i_buildingProgress.Level; UnitData unitData = GenericDataLoader.GetData <UnitData>(i_unitProgress.ID); Unit = new Unit(unitData, i_unitProgress, mModel); UpdateViewProperties(); SubscribeToMessages(); }
private IEnumerator LoadDataFromBackend() { LoginStatusText.text = STATUS_DOWNLOADING_GAME; StringTableManager.Init("English", mBackend); Constants.Init(mBackend); GenericDataLoader.Init(mBackend); GenericDataLoader.LoadDataOfClass <BuildingData>(GenericDataLoader.BUILDINGS); GenericDataLoader.LoadDataOfClass <UnitData>(GenericDataLoader.UNITS); GenericDataLoader.LoadDataOfClass <GuildData>(GenericDataLoader.GUILDS); while (mBackend.IsBusy()) { yield return(0); } mLoginTimer.StepComplete(LibraryAnalyticEvents.TITLE_DATA_TIME); yield return(SetUpPlayerData()); DoneLoadingData(); }