private void ShowBudgetAccts(List <DisplayAccount> list) { Hide(); _bulletinWindow.ShowScrool(); for (int i = 0; i < list.Count; i++) { var a = AcctTile.CreateTile(_bulletinWindow.Content.gameObject.transform, list[i], new Vector3(), this); _reportsBudget.Add(a); } }
private void ShowBudgetAccts(List <DisplayAccount> list) { Hide(); _bulletinWindow.ShowScrool(); for (int i = 0; i < list.Count; i++) { var iniPosHere = _bulletinWindow.ScrollIniPosGo.transform.localPosition + new Vector3(0, -4.2f * i, 0); var a = AcctTile.CreateTile(_bulletinWindow.Content.gameObject.transform, list[i], iniPosHere, this); _reportsBudget.Add(a); } }
private void ShowWorkers(List <string> list) { Hide(); _bulletinWindow.ShowScrool(); for (int i = 0; i < list.Count; i++) { var iniPosHere = _bulletinWindow.ScrollIniPosGo.transform.localPosition + new Vector3(0, -(ReturnRelativeYSpace(4.75f, ReturnTileYScale())) * i, 0); var a = WorkerTile.CreateTile(_bulletinWindow.Content.gameObject.transform, list[i], iniPosHere); _reports.Add(a); } }
private void ShowProductionReport(List <Inventory> list) { Hide(); _bulletinWindow.ShowScrool(); var itemsOnReport = 0; for (int i = 0; i < ShowLastYears(list); i++) { var a = new ShowAInventory(list[i], _bulletinWindow.Content.gameObject, _bulletinWindow.ScrollIniPosGo.transform.localPosition + new Vector3(0, itemsOnReport * -3.7f, 0)); _reports.Add(a); itemsOnReport += list[i].InventItems.Count; } _bulletinWindow.AdjustContentHeight(ItemsOnReport(_productionReport.ConsumeReport) * 1.5f); }
private void ShowWorkers(List <string> list) { var tileHeight = -4.35f; var height = list.Count * tileHeight; Hide(); _bulletinWindow.ShowScrool(); _bulletinWindow.AdjustContentHeight(height); for (int i = 0; i < list.Count; i++) { var a = WorkerTile.CreateTile(_bulletinWindow.Content.gameObject.transform, list[i], new Vector3()); _reports.Add(a); } }
private void ShowProductionReport(List <Inventory> list) { Hide(); _bulletinWindow.ShowScrool(); var pastItems = 0; for (int i = 0; i < list.Count; i++) { var margin = i > 0 ? -4f : 0f; var yPos = (pastItems * -3.75f) + margin; var a = new ShowAInventory(list[i], _bulletinWindow.Content.gameObject, new Vector3(), "Bulletin.Prod.Report"); _reports.Add(a); pastItems = list[i].InventItems.Count; } }