public void updateValues() { dayCount = 0; //CLEAN EVERYTHING ownedBuilding.Clear(); ownedBuilding.Clear(); stats_popularity = 0; stats_influence = 0; stats_income = 0; stats_buildingCount = 0; stats_taxesCount = 0; stats_illegalCount = 0; money_income = 0; money_expenses = 0; money_taxes = 0; money_total = 0; if (PhotonNetwork.room != null && PhotonNetwork.room.playerCount > 1) { GameObject[] buildings = GameObject.FindGameObjectsWithTag("BUILDING"); foreach (GameObject building in buildings) { buildingScript = building.GetComponent <BV_BuildingManager>(); print("BUILDING ID =" + buildingScript.getOwnerID()); if (buildingScript.getOwnerID() == PhotonNetwork.player.ID) { buildingScript.setValues(); ownedBuilding.Add(building); //REFACTOR stats_popularity = stats_popularity + buildingScript.getPopularity(); stats_influence = stats_influence + buildingScript.getInfluence(); stats_income = stats_income + buildingScript.getIncome(); stats_buildingCount = buildings.Length; if (buildingScript.getPayTaxes() == true) { stats_taxesCount++; } if (buildingScript.getPayTaxes() == false) { stats_illegalCount++; } money_income = stats_income; money_expenses = money_expenses + buildingScript.getExpenses(); money_taxes = money_taxes + buildingScript.getTaxes(); } } money_acount = money_acount; money_total = money_acount - money_expenses + money_income; stats_buildingCount = stats_buildingCount + ownedBuilding.Count(); print("YOU OWNN" + ownedBuilding.Count()); } }
public void clickThumbnail() { building = Resources.Load(name) as GameObject; GameObject newBuilding = (GameObject)Instantiate(building, Vector3.zero, Quaternion.identity); newBuilding.name = name; BV_BuildingManager newBuildingScript = newBuilding.GetComponent <BV_BuildingManager> (); newBuildingScript.allowToMove = true; building = newBuilding; }
void Start() { //GETS THE NAME OF THE PREFAB AND THEN THE BUILDING BEHAVIOUR SCRIPT myBuilding = gameObject.GetComponent <BV_BuildingManager> (); //INITIALIZE LAST OWNER lastOwner = myBuilding.myOwner + ""; //CREATE A MATERIAL AND A SHADER myMaterial = new Material(Shader.Find("Standard (Specular setup)")); //MAKE THE TRANSPARENT PARTS (ALPHA CHANNEL) OF THE .PNG _d ALSO TRANSPARENT IN UNITY presetAlphaChannel(); //LOAD THE MATERIAL INTO THE GAME OBJECT gameObject.GetComponent <Renderer> ().material = myMaterial; //LOAD TEXTURE FILE IF EXISTS loadTexture(); }
public void updateInfluence() { foreach (GameObject building in ownedBuilding) { BV_BuildingManager thisScript = building.GetComponent <BV_BuildingManager>(); if (state == stateEnum.influence) { print("INFLUENCE = " + thisScript.getInfluence()); if (stats_influence >= 0 && stats_influence < 50) { building.GetComponent <Renderer> ().material.color = new Color32(255, 255, 255, 255); } if (stats_influence >= 50 && stats_influence < 100) { building.GetComponent <Renderer> ().material.color = new Color32(255, 200, 255, 255); } if (stats_influence >= 100 && stats_influence < 150) { building.GetComponent <Renderer> ().material.color = new Color32(255, 150, 255, 255); } if (stats_influence >= 150 && stats_influence < 200) { building.GetComponent <Renderer> ().material.color = new Color32(255, 50, 255, 255); } if (stats_influence >= 200) { building.GetComponent <Renderer> ().material.color = new Color32(255, 0, 255, 255); } } else { building.GetComponent <Renderer> ().material.color = Color.white; BV_BuildingShaderer shaderer = building.GetComponent <BV_BuildingShaderer>(); shaderer.updateColor(); } } }
void Update() { if (!PhotonNetwork.isMasterClient && gameObject.name.Contains("(Clone)")) { gameObject.name = gameObject.name.Replace("(Clone)", "").Trim(); //GETS THE NAME OF THE PREFAB AND THEN THE BUILDING BEHAVIOUR SCRIPT myBuilding = gameObject.GetComponent <BV_BuildingManager> (); //INITIALIZE LAST OWNER lastOwner = myBuilding.myOwner + ""; //CREATE A MATERIAL AND A SHADER myMaterial = new Material(Shader.Find("Standard (Specular setup)")); //MAKE THE TRANSPARENT PARTS (ALPHA CHANNEL) OF THE .PNG _d ALSO TRANSPARENT IN UNITY presetAlphaChannel(); //LOAD THE MATERIAL INTO THE GAME OBJECT gameObject.GetComponent <Renderer> ().material = myMaterial; //LOAD TEXTURE FILE IF EXISTS loadTexture(); } //CREATE THE SCRIPT INSTANCE TO RETRIEVE ITS VALUES myBuilding = gameObject.GetComponent <BV_BuildingManager> (); //ALOOW US TO MODIFY THE EMISSION PART OF THE SHADER gameObject.GetComponent <Renderer> ().material.EnableKeyword("_EMISSION"); if (lastOwner != myBuilding.myOwner + "" && myBuilding.myType == BV_BuildingManager.typeEnum.leisure) { //print ("####### COLOR CHANGED !"); //updateColor(myScript); lastOwner = myBuilding.myOwner + ""; } }
IEnumerator GetAllUDP() { WWW w = new WWW("http://localhost:8080/AssetService/resources/assets"); yield return(w); while (w.text == "") { yield return(null); } //DELETE THE BRACKETS string result = w.text + ""; string[] answer = result.Split('#'); foreach (string item in answer) { string[] values = item.Split('/'); //print ("VALUES #######"); int i = 0; foreach (string value in values) { switch (i) { case 0: //ID i++; break; case 1: //NAME buildingName = value; //print ("SUCCEED LOAD NAME :"+buildingName); i++; break; case 2: buildingPosX = float.Parse(value); //print ("SUCCEED LOAD POSX :"+buildingPosX); //posX i++; break; case 3: //posY buildingPosY = float.Parse(value); //print ("SUCCEED LOAD POSY :"+buildingPosY); i++; break; case 4: //posZ buildingPosZ = float.Parse(value); //print ("SUCCEED LOAD POSZ :"+buildingPosZ); i++; break; case 5: //rotX buildingRotX = float.Parse(value); //print ("SUCCEED LOAD RotX :"+buildingRotX); i++; break; case 6: //rotY buildingRotY = float.Parse(value); //print ("SUCCEED LOAD RotY :"+buildingRotY); i++; break; case 7: //rotZ buildingRotZ = float.Parse(value); //print ("SUCCEED LOAD RotZ :"+buildingRotZ); i++; break; case 8: //rotW buildingRotW = float.Parse(value); //print ("SUCCEED LOAD RotW :"+buildingRotW); i++; break; } } if (buildingName != null) { Vector3 position = new Vector3(buildingPosX, buildingPosY, buildingPosZ); Quaternion rotation = new Quaternion(buildingRotX, buildingRotY, buildingRotZ, buildingRotW); GameObject building = PhotonNetwork.Instantiate(buildingName, position, rotation, 0); building.name = buildingName; BV_BuildingManager newBuildingScript = building.GetComponent <BV_BuildingManager> (); newBuildingScript.allowToMove = false; } } DBsize = answer.Length - 1; }
//UPDATE GUI OF BUILDING WINDOW public void setValues() { //GET SCRIPT FROM SELECTED TERRAIN // //GameObject guimanager = GameObject.Find("GameScripts").GetComponent<BV_GameGuiManager>(); // print("TST RAYCAST"); // buildingScript = building.GetComponent <BV_BuildingManager>(); string s; Text newtext; print("_______________________________________________________________________"); print("BV_BuildingGui : Updating values with data from : " + building.name); print("_______________________________________________________________________"); foreach (Transform child in transform) { switch (child.name) { case "RawImage": { Texture NewTexture = Resources.Load <Texture>("Thumbnails/" + building.name + "_t"); child.GetComponent <RawImage>().texture = NewTexture; print("BV_BuildingGui : succeeded changing thumbnail" + building.name); break; } case "StateBtn": { stateBtn = child.GetComponent <Button>(); s = buildingScript.myState + ""; newtext = child.transform.Find("StateText").GetComponent <Text>(); newtext.text = s; print("BV_BuildingGui : succeeded changing state btn text"); //ADD LISTENER TO THE STATE BUTTON stateBtn.onClick.AddListener(() => { clickStateBtn(); }); break; } case "PopValue": { float value = buildingScript.getPopularity(); s = buildingScript.getPopularity() + ""; newtext = child.GetComponent <Text>(); newtext.text = s; child.GetComponent <Text>().color = fontColorChanger(value); print("BV_BuildingGui : succeeded changing popularity value"); break; } case "InfValue": { float value = buildingScript.getInfluence(); s = buildingScript.getInfluence() + ""; newtext = child.GetComponent <Text>(); newtext.text = s; child.GetComponent <Text>().color = fontColorChanger(value); print("BV_BuildingGui : succeeded changing influence value"); break; } case "IncValue": { float value = buildingScript.getIncome(); s = buildingScript.getIncome() + ""; newtext = child.GetComponent <Text>(); newtext.text = s; child.GetComponent <Text>().color = fontColorChanger(value); print("BV_BuildingGui : succeeded changing income value"); break; } case "ExpValue": { float value = buildingScript.getExpenses(); s = buildingScript.getExpenses() + ""; newtext = child.GetComponent <Text>(); newtext.text = s; child.GetComponent <Text>().color = fontColorChanger(value); print("BV_BuildingGui : succeeded changing expenses value"); break; } case "TotValue": { float value = buildingScript.getTotal(); s = buildingScript.getTotal() + ""; newtext = child.GetComponent <Text>(); newtext.text = s; child.GetComponent <Text>().color = fontColorChanger(value); print("BV_BuildingGui : succeeded changing total value"); break; } case "Toggle": { child.GetComponent <Toggle>().isOn = buildingScript.getPayTaxes(); print("BV_BuildingGui : succeeded changing toggle value"); child.GetComponent <Toggle>().onValueChanged.AddListener((value) => { updateTaxeBool(value); }); break; } case "Close": { closeBtn = child.GetComponent <Button>(); //ADD LISTENER TO THE CLOSE BUTTON closeBtn.onClick.AddListener(() => { clickCloseBtn(); }); break; } } } }