//Methods //-API public void init(CarCityObject inCarCity) { _carCity = XUtils.verify(inCarCity); GameObject theCityLevel = inCarCity.getInnerLevel(); gameObject.layer = XUtils.verify(theCityLevel).layer; gameObject.transform.SetParent(theCityLevel.transform, true); Vector3 theLocalPosition = gameObject.transform.localPosition; theLocalPosition.z = 0.0f; gameObject.transform.localPosition = theLocalPosition; }
//Methods //-API public void init(CarCityObject inCarCity) { _carCity = inCarCity; BuildingScheme[] theBuildingSchemes = _carCity.getBuildingSchemes(); foreach (BuildingScheme theBuildingScheme in theBuildingSchemes) { _buildingsSelectionHierarchicalGrid.addRootElement( createBuildingSelectionUI(theBuildingScheme) ); } _carCity.onBuildingSchemeAdded += (BuildingScheme inBuildingScheme) => { _buildingsSelectionHierarchicalGrid.addRootElement( createBuildingSelectionUI(inBuildingScheme) ); }; }
//Methods //-Internal API [should be accesssable only from Game UI] internal void initFromGameUI(CarCityObject inCarCity) { _carCity = inCarCity; }
//Methods //-API public void init(CarCityObject inCarCity, ConstructionSiteObject inConstructionSite) { _carCity = XUtils.verify(inCarCity); _constructionSite = XUtils.verify(inConstructionSite); }
//Methods //-API public void init(CarCityObject inCarCity) { _carCity = XUtils.verify(inCarCity); }
//Methods //-Internal API [should be accesssable only from Game UI] internal void initFromGameUI(CarCityObject inCarCity) { _carCity = inCarCity; _buildSelectionUI.init(inCarCity); }
//TODO: Find better way to pass ConstructionSiteUIObject prefab info public void init( CarCityObject inCarCity, ConstructionSiteUIObject inConstructionSiteUIPrefab) { _carCity = inCarCity; _constructionSiteUIPrefab = inConstructionSiteUIPrefab; }