public void PopulateCannonsList() { // We have the activity. Populate the grid with Cannons!! EntityFactory ef = EntityFactory.GetEF(); if (ef == null) { return; } // Getting ItemCards from Playerdata to populate list based on item cards not the entity factory calalog GameObjectTracker go = GameObjectTracker.GetGOT(); if (go == null) { return; } if (_CardSelectors == null) { return; } // keeping track of the list of cannon selection objects locally // the next object to temp strore data for the list CannonSelectionObject newCannon = null; // Grab the deck of cards from the player data allItemCards = go._PlayerData.CardDeck; int cannonItemCardIndex = 0; foreach (CannonItemCard canItem in allItemCards) { //Create cannon and assign the reference. newCannon = NGUITools.AddChild(_gridOfCannons.gameObject, _refPrefab.gameObject).GetComponent <CannonSelectionObject>(); newCannon.MyCannonCard = canItem; //Set the checkbox root. UICheckbox cbox = newCannon.GetComponent <UICheckbox>(); if (cbox) { cbox.radioButtonRoot = this.transform; } _gridOfCannons.Reposition(); _CardSelectors.Add(newCannon); cannonItemCardIndex++; } //Is populated is true, isPopulated = true; //And list give the list to the activity manager so they can grab it. ActivityManager.Instance.CardSelectors = _CardSelectors; }
public void Awake() { if (_myObject == null) { Transform parent = gameObject.transform.parent; CannonSelectionObject testCannonSelectionObject = parent.gameObject.GetComponent <CannonSelectionObject>(); if (testCannonSelectionObject) { _myObject = testCannonSelectionObject; } } }
public void PopulateCannonsList() { // We have the activity. Populate the grid with Cannons!! EntityFactory ef = EntityFactory.GetEF(); if (ef == null) { return; } Debug.LogError("GRID CANNON LIST SCRIPT CALLED!"); // keeping track of the list of cannon selection objects locally _CannonList = new List <CannonSelectionObject>(); // the next object to allocate CannonSelectionObject newCannon = null; allCannonsInCatalogue = ef.CannonCatalogue; int cannonCatalogeIndex = 0; foreach (Cannon can in allCannonsInCatalogue) { newCannon = NGUITools.AddChild(_gridOfCannons.gameObject, _refPrefab.gameObject).GetComponent <CannonSelectionObject>(); newCannon._sprIcon.spriteName = can.CannonTextureName; newCannon._lblCannonName.text = can.CannonName; _gridOfCannons.Reposition(); _CannonList.Add(newCannon); cannonCatalogeIndex++; } isPopulated = true; }
// Use this for initialization void Start() { // the open cannon script better be part of a slot selection object with in an activity myCannonSelectionObject = gameObject.transform.parent.GetComponent <CannonSelectionObject>(); }