Пример #1
0
 public InvUnit(DataCards.Planet invUnitPlanet)
 {
     startingLocation = invUnitPlanet.Name;
         invUnitType = Model.DataCardType.Planet;
         iuPlanet = invUnitPlanet;
         _underConstruction = false;
         transitObj = new GameEngine.GalacticComponents.TravelObj();
         _remainingConstructionDays = 0;
         id = getID();
 }
Пример #2
0
 public InvUnit(DataCards.Ship invUnitShip, string _startingPlanetName)
 {
     startingLocation = _startingPlanetName;
         invUnitType = Model.DataCardType.Ship;
         iuShip = invUnitShip;
         _underConstruction = false;
         transitObj = new GameEngine.GalacticComponents.TravelObj();
         _remainingConstructionDays = 0;
         id = getID();
 }
Пример #3
0
 public InvUnit(DataCards.Troops invUnitTroops, string _startingPlanetName)
 {
     //Create a Troops unit and set it at a planet //Implies that this might mean its a starting unit. Generally they would need a construction.//Possibly loading from a save file in the future :)
         startingLocation = _startingPlanetName;
         invUnitType = Model.DataCardType.Troops;
         iuTroops = invUnitTroops;
         _underConstruction = false;
         transitObj = new GameEngine.GalacticComponents.TravelObj();
         _remainingConstructionDays = 0;
         id = getID();
 }
Пример #4
0
 public void startEntityConstruction(DataCards.Facility invUnitFacility, string _startingPlanetName)
 {
     startingLocation = _startingPlanetName;
         invUnitType = Model.DataCardType.Facility;
         iuFacility = invUnitFacility;
         _underConstruction = true;
         transitObj = new GameEngine.GalacticComponents.TravelObj();
         _remainingConstructionDays = iuFacility.baseManufactureCost.BaseConstructionTime;
         id = getID();
 }
Пример #5
0
    public void OnEndDrag(PointerEventData data)
    {
        if (main.transform.parent.gameObject.name != "ThrowingCase")
        {
            float fromcase  = Vector2.Distance(throwed_case.transform.position, this.gameObject.transform.position);
            float fromCards = Vector2.Distance(cards.transform.position, this.gameObject.transform.position);
            if (fromcase < fromCards)
            {
                // TODO: ANIMATE THIS THING HERE
                if (main.gameObject.name == "Freeze")
                {
                    if (GameObject.Find("BlackBackground"))
                    {
                        //Stop the monk if the smashing monk has apeeared
                        main.transform.SetParent(throwed_case.transform);
                        Destroy(main.GetComponent <LayoutElement>());
                        EventHandles.GetComponent <Events>().isSmashingMonk = false;
                        GameObject.Find("BlackBackground").SetActive(false);
                        EventHandles.GetComponent <Events>().PlaceSmashingMonk();
                    }
                    EventHandles.GetComponent <Events>().CanceltheTimerInvoke();             // Cancel the TImerInvoke For Reintalization
                    EventHandles.GetComponent <Events>().StartTheTimer();                    // Start the TimerInvoke again
                }
                else
                {
                    if (GameObject.Find("BlackBackground"))
                    {
                        // If card other than Freeze card is passed to the placeholder. Just Return it back
                        Debug.Log("DOING THIS");
                        // Do nothing
                        main.transform.SetParent(container.transform);
                        if (GameObject.Find("Empty"))
                        {
                            main.transform.SetSiblingIndex(GameObject.Find("Empty").transform.GetSiblingIndex());
                        }
                        DestroyImmediate(GameObject.Find("Empty"));
                        Vector3 positionSe = this.gameObject.GetComponent <RectTransform>().position;
                        positionSe.z = 1;
                        this.gameObject.GetComponent <RectTransform>().localPosition = positionSe;
                        main.GetComponent <CanvasGroup>().blocksRaycasts             = true; // Lets make it Default as true
                        inside = true;
                    }
                    else
                    {
                        if (main.gameObject.name == "Freeze")
                        {
                            // THis means the user have given this card without any reason. Just return it back
                            Debug.Log("DOING THIS");
                            // Do nothing
                            main.transform.SetParent(container.transform);
                            if (GameObject.Find("Empty"))
                            {
                                main.transform.SetSiblingIndex(GameObject.Find("Empty").transform.GetSiblingIndex());
                            }
                            DestroyImmediate(GameObject.Find("Empty"));
                            Vector3 positionSe = this.gameObject.GetComponent <RectTransform>().position;
                            positionSe.z = 1;
                            this.gameObject.GetComponent <RectTransform>().localPosition = positionSe;
                            main.GetComponent <CanvasGroup>().blocksRaycasts             = true;                // Lets make it Default as true
                            inside = true;
                        }
                        else
                        {
                            if (EventHandles.GetComponent <Events>().isSteal == true && EventHandles.GetComponent <Events>().currentlyGotSteal == true)
                            {
                                // If i am in the steal mode, means i have to give a card to other just send the selected card to him.

                                EventHandles.GetComponent <Events>().SendMonkaCard(main.gameObject);
                                EventHandles.GetComponent <Events>().StopMyChances();
                                EventHandles.GetComponent <Events>().animationHand.SetActive(false);
                                // This is only to give cards
                                EventHandles.GetComponent <Events>().isSteal           = false;
                                EventHandles.GetComponent <Events>().currentlyGotSteal = false;
                                Destroy(main.GetComponent <LayoutElement>());
                                if (GameObject.Find("Empty"))
                                {
                                    DestroyImmediate(GameObject.Find("Empty"));
                                }
                            }
                            else
                            {
                                if (this.gameObject.name == "Shuffle")
                                {
                                    // If the dragged card is Shuffle just shuffle the cardDeck
                                    main.transform.SetParent(throwed_case.transform);
                                    Destroy(main.GetComponent <LayoutElement>());
                                    Destroy(GameObject.Find("Empty"));
                                    EventHandles.GetComponent <Events>().ShuffleCard();
                                }
                                if (this.gameObject.name == "Skip")
                                {
                                    // If the dragged Card is Skip just skip your one turn
                                    EventHandles.GetComponent <Events>().CanceltheTimerInvoke();
                                    main.transform.SetParent(throwed_case.transform);
                                    Destroy(main.GetComponent <LayoutElement>());
                                    Destroy(GameObject.Find("Empty"));
                                    EventHandles.GetComponent <Events>().TurnEvent();
                                }
                                if (this.gameObject.name == "Futurex3")
                                {
                                    // If The dragged card is Future(x3) just show it in the future scene
                                    main.transform.SetParent(throwed_case.transform);
                                    Destroy(main.GetComponent <LayoutElement>());
                                    Destroy(GameObject.Find("Empty"));
                                    List <string> topCards = new List <string>();
                                    GameObject    cardDeck = GameObject.Find("CardDeck");
                                    topCards.Add(cardDeck.transform.GetChild(cardDeck.transform.childCount - 1).gameObject.name); // Add toppest card
                                    topCards.Add(cardDeck.transform.GetChild(cardDeck.transform.childCount - 2).gameObject.name); // Add second card
                                    topCards.Add(cardDeck.transform.GetChild(cardDeck.transform.childCount - 3).gameObject.name); // Add third card
                                    EventHandles.GetComponent <Events>().SeeFuture(topCards);
                                }
                                if (this.gameObject.name == "Futurex1")
                                {
                                    // If the dragged card is Future(x1) just show them in the future scene
                                    main.transform.SetParent(throwed_case.transform);
                                    Destroy(main.GetComponent <LayoutElement>());
                                    Destroy(GameObject.Find("Empty"));
                                    List <string> topCards = new List <string>();
                                    GameObject    cardDeck = GameObject.Find("CardDeck");
                                    topCards.Add(cardDeck.transform.GetChild(cardDeck.transform.childCount - 1).gameObject.name); // Add toppest card
                                    EventHandles.GetComponent <Events>().SeeFuture(topCards);
                                }
                                if (this.gameObject.name == "Futurex5")
                                {
                                    // If the dragged card is Future(x5) just show them the 5 future cards in future scene
                                    main.transform.SetParent(throwed_case.transform);
                                    Destroy(main.GetComponent <LayoutElement>());
                                    Destroy(GameObject.Find("Empty"));
                                    List <string> topCards = new List <string>();
                                    GameObject    cardDeck = GameObject.Find("CardDeck");
                                    topCards.Add(cardDeck.transform.GetChild(cardDeck.transform.childCount - 1).gameObject.name); // Add toppest card
                                    topCards.Add(cardDeck.transform.GetChild(cardDeck.transform.childCount - 2).gameObject.name); // Add second card
                                    topCards.Add(cardDeck.transform.GetChild(cardDeck.transform.childCount - 3).gameObject.name); // Add third card
                                    topCards.Add(cardDeck.transform.GetChild(cardDeck.transform.childCount - 4).gameObject.name); // Add fourth card
                                    topCards.Add(cardDeck.transform.GetChild(cardDeck.transform.childCount - 5).gameObject.name); // Add fifth card
                                    EventHandles.GetComponent <Events>().SeeFuture(topCards);
                                }
                                if (this.gameObject.name == "Attackx1")
                                {
                                    // If the dragged car is Attack(x1) just ask the user the player to attack on the  desired player.... Meanwhile don't allow him to play any other card
                                    EventHandles.GetComponent <Events>().isAttackMode  = true;
                                    EventHandles.GetComponent <Events>().turnForAttack = 1;
                                    EventHandles.GetComponent <Events>().myChance      = false;
                                    EventHandles.GetComponent <Events>().ShowArrows();
                                    EventHandles.GetComponent <Events>().StopMyChance();
                                }
                                if (this.gameObject.name == "Attackx2")
                                {
                                    // If the dragged car is Attack(x2) just ask the user the player to attack on the  desired player.... Meanwhile don't allow him to play any other card
                                    EventHandles.GetComponent <Events>().isAttackMode  = true;
                                    EventHandles.GetComponent <Events>().turnForAttack = 2;
                                    EventHandles.GetComponent <Events>().myChance      = false;
                                    EventHandles.GetComponent <Events>().ShowArrows();
                                    EventHandles.GetComponent <Events>().StopMyChance();
                                }
                                if (this.gameObject.name == "Attackx3")
                                {
                                    // If the dragged car is Attack(x3) just ask the user the player to attack on the  desired player.... Meanwhile don't allow him to play any other card
                                    EventHandles.GetComponent <Events>().isAttackMode  = true;
                                    EventHandles.GetComponent <Events>().turnForAttack = 3;
                                    EventHandles.GetComponent <Events>().myChance      = false;
                                    EventHandles.GetComponent <Events>().ShowArrows();
                                    EventHandles.GetComponent <Events>().StopMyChance();
                                }
                                if (this.gameObject.name == "WhatTheDuck")
                                {
                                    // If the dragged card is what the duck. Ask the user to select his desired player..... Meanwhile stop him to do any activity related to cards
                                    EventHandles.GetComponent <Events>().isWhattheDuck = true;
                                    EventHandles.GetComponent <Events>().myChance      = false;
                                    EventHandles.GetComponent <Events>().ShowArrows();
                                }
                                if (this.gameObject.name == "Reverse")
                                {
                                    // If the dragged card is reverse just reverse the turn sequence
                                    EventHandles.GetComponent <Events>().ReverseTurn();
                                }
                                if (this.gameObject.name == "Steal")
                                {
                                    // Here is somebug so i am not describing it now.
                                    EventHandles.GetComponent <Events>().isSteal  = true;
                                    EventHandles.GetComponent <Events>().myChance = false;
                                    EventHandles.GetComponent <Events>().ShowArrows();
                                    EventHandles.GetComponent <Events>().StopMyChance();

                                    // Lets do something
                                }
                                Debug.Log("DOING THIS");
                                main.transform.SetParent(throwed_case.transform);
                                Destroy(main.GetComponent <LayoutElement>());
                                Destroy(GameObject.Find("Empty"));
                            }
                        }
                    }
                }
                EventHandles.GetComponent <Events>().UpdateTotalCards(container.transform.childCount);
                // Lets just remove this
            }
            else
            {
                // TODO: ANIMATE THIS THING HERE
                main.transform.SetParent(container.transform);
                main.GetComponent <CanvasGroup>().blocksRaycasts = true;
                inside = true;
                List <DataCards> dataAll = new List <DataCards>();
                for (int l = 0; l < allCards.Count; l++)
                {
                    float     distance = Vector3.Distance(transform.position, allCards[l].transform.position);
                    DataCards dC       = new DataCards();
                    dC.card     = allCards[l];
                    dC.distance = distance;
                    dataAll.Add(dC);
                }
                dataAll.Sort((IComparer <DataCards>) new sort());
                if ((dataAll[1].distance - dataAll[0].distance) < 0.1)
                {
                    if (main)
                    {
                        if (GameObject.Find("Empty"))
                        {
                            main.transform.SetSiblingIndex(GameObject.Find("Empty").transform.GetSiblingIndex());
                        }
                    }
                    Vector3 position = main.transform.position;
                    position.z = 1;
                    main.transform.position = position;
                    Destroy(GameObject.Find("Empty"));
                    Vector3 positionSe = this.gameObject.GetComponent <RectTransform>().position;
                    positionSe.z = 1;
                    this.gameObject.GetComponent <RectTransform>().localPosition = positionSe;
                }
                else
                {
                    int index = container.transform.childCount - 1;
                    if (dataAll[0].card.name == container.transform.GetChild(index).gameObject.name)
                    {
                        // Its the last card
                        if (!GameObject.Find("Empty"))
                        {
                            GameObject EmptyCard = Instantiate(EmptyPrefab);
                            EmptyCard.transform.SetParent(container.transform);
                            EmptyCard.gameObject.name = "Empty";
                            EmptyCard.transform.SetAsFirstSibling();
                        }
                        else
                        {
                            // THere already exists Empty Card
                            main.transform.SetAsLastSibling();
                            Destroy(GameObject.Find("Empty"));
                            Vector3 positionSe = this.gameObject.GetComponent <RectTransform>().position;
                            positionSe.z = 1;
                            this.gameObject.GetComponent <RectTransform>().localPosition = positionSe;
                        }
                    }
                    else
                    {
                        // This means it should be first card
                        if (!GameObject.Find("Empty"))
                        {
                            GameObject EmptyCard = Instantiate(EmptyPrefab);
                            EmptyCard.transform.SetParent(container.transform);
                            EmptyCard.gameObject.name = "Empty";
                            EmptyCard.transform.SetAsFirstSibling();
                            ChangeWidth(EmptyCard, 230);
                        }
                        else
                        {
                            main.transform.SetAsFirstSibling();
                            Destroy(GameObject.Find("Empty"));
                            Vector3 positionSe = this.gameObject.GetComponent <RectTransform>().position;
                            positionSe.z = 1;
                            this.gameObject.GetComponent <RectTransform>().localPosition = positionSe;
                        }
                    }
                }
            }
        }
        cards.SendMessage("OnEndDrag", data);
    }
Пример #6
0
 public void OnDrag(PointerEventData data)
 {
     if (inside == true)
     {
         Vector3 value = data.position - ContainerPos;
         if (Mathf.Abs(value.y) > 125)
         {
             this.gameObject.transform.SetParent(this.gameObject.transform.parent.parent.parent);
             this.gameObject.GetComponent <CanvasGroup>().blocksRaycasts = false;
             inside = false;
         }
         else
         {
             cards.SendMessage("OnDrag", data);
         }
     }
     else
     {
         Vector3 position1 = data.position;
         position1.z = 21;
         main.gameObject.transform.GetComponent <RectTransform>().position = GameObject.Find("Camera").GetComponent <Camera>().ScreenToWorldPoint(position1);
         List <DataCards> dataAll = new List <DataCards>();
         for (int l = 0; l < allCards.Count; l++)
         {
             float     distance = Vector3.Distance(transform.position, allCards[l].transform.position);
             DataCards dC       = new DataCards();
             dC.card     = allCards[l];
             dC.distance = distance;
             dataAll.Add(dC);
         }
         dataAll.Sort((IComparer <DataCards>) new sort());
         if (dataAll != null)
         {
             GameObject first  = dataAll[0].card;
             GameObject second = dataAll[1].card;
             int        index  = first.gameObject.transform.GetSiblingIndex();
             if (GameObject.Find("Empty"))
             {
                 if (GameObject.Find("Empty").transform.GetSiblingIndex() == (index + 1))
                 {
                 }
                 else
                 {
                     GameObject.Find("Empty").transform.SetSiblingIndex(index);
                     GameObject.Find("Empty").GetComponent <LayoutElement>().preferredWidth = 114.86f;
                     ChangeWidth(GameObject.Find("Empty"), 230);
                 }
             }
             else
             {
                 GameObject EmptyCard = Instantiate(EmptyPrefab);
                 EmptyCard.transform.SetParent(container.transform);
                 EmptyCard.gameObject.name = "Empty";
                 EmptyCard.transform.SetSiblingIndex(index);
                 ChangeWidth(EmptyCard, 230);
             }
         }
         else
         {
             int index = container.transform.childCount - 1;
             if (dataAll[0].card.name == container.transform.GetChild(index).gameObject.name)
             {
                 // Its the last card
                 if (!GameObject.Find("Empty"))
                 {
                     GameObject EmptyCard = Instantiate(EmptyPrefab);
                     EmptyCard.transform.SetParent(container.transform);
                     EmptyCard.gameObject.name = "Empty";
                     EmptyCard.transform.SetAsLastSibling();
                     ChangeWidth(EmptyCard, 220);
                 }
                 else
                 {
                     GameObject.Find("Empty").transform.SetAsLastSibling();
                     // There already exists Empty Card
                 }
             }
             else
             {
                 // This means it should be first card
                 if (!GameObject.Find("Empty"))
                 {
                     if (dataAll[0].card.name == container.transform.GetChild(0).gameObject.name)
                     {
                         GameObject EmptyCard = Instantiate(EmptyPrefab);
                         EmptyCard.transform.SetParent(container.transform);
                         EmptyCard.gameObject.name = "Empty";
                         EmptyCard.transform.SetAsFirstSibling();
                         ChangeWidth(EmptyCard, 230);
                     }
                 }
             }
         }
     }
 }
Пример #7
0
        public void CreateOrbitCommandMenu(GameUpdateClassComponents curGameUpdateComponents, DataCards.Planet curPlanet)
        {
            //Create a Orbit Command Menu

            //Disable other controls
            this.disableAllControls();

            Rectangle myAvgRect = new Rectangle(300, 200, 600, 400);

            List<GameEngine.PlayerInvObjs.InvUnit> shipInvUnits = new List<GameEngine.PlayerInvObjs.InvUnit>();

            shipInvUnits = curGameUniverse.getPlanetByName(curPlanet.Name).Orbit.StarshipFleetsInOrbit;

            List<Controls.DataCardIconControl> dataCards = new List<GalacticConquest.Controls.DataCardIconControl>();

            foreach (GameEngine.PlayerInvObjs.InvUnit curIU in shipInvUnits)
            {
                Controls.DataCardIconControl curDataCard = new GalacticConquest.Controls.DataCardIconControl();

                //If Under construction@!!/////
                if (curIU._underConstruction)
                {
                    curDataCard.imgControl = curGameUpdateComponents._staticTextureImages._underConstructionFacility;
                    curDataCard.strControlText = curIU.iuShip.HeaderText + " (U/C " + curIU._remainingConstructionDays.ToString() + " days left)";
                }
                else
                {
                    curDataCard.imgControl = Texture2D.FromFile(curGameUpdateComponents._graphicsDevice, Model.DataUtilities._ShipsImagePath + curIU.iuShip.Name + ".jpg");
                    curDataCard.strControlText = curIU.iuShip.HeaderText;
                }
                Rectangle curDataCardRect = new Rectangle(myAvgRect.X + 10, myAvgRect.Y + 10, curDataCard.imgControl.Width, curDataCard.imgControl.Height);

                curDataCard.rectControl = curDataCardRect;

                curDataCard._isNull = false;

                dataCards.Add(curDataCard);
            }

            /////////////////////////////////
            //Create Orbit Planet Menu
            //////////////////////////////////

            Texture2D curTexture = curGameUpdateComponents._staticTextureImages._orbitCommandMenu;
            //Vector2 curVector = new Vector2(100, 100);
            //Rectangle curRect = new Rectangle(100, 100, 300, 300);

            Controls.PlanetOrbitControl curMenuControl = new Controls.PlanetOrbitControl();

            //Start Menu Button List
            List<Controls.FancyButtonControl> menuButtons = new List<Controls.FancyButtonControl>();

            //Get Continue Button Settings
            Texture2D curButtonTexture = curGameUpdateComponents._staticTextureImages._buttonTexture;
            Vector2 curButtonVector = new Vector2(110, 340);
            Rectangle curButtonRect = new Rectangle(110, 340, 130, 50);

            //Add the Continue Button
            //menuButtons.Add(new GalacticConquest.Controls.FancyButtonControl("btnSaveSettings", curButtonTexture, curButtonVector, curButtonRect, "Save"));

            //Add the Exit Button
            curButtonVector = new Vector2(365, 650);
            curButtonRect = new Rectangle(365, 650, 130, 50);

            menuButtons.Add(new Controls.FancyButtonControl("btnExitOrbitMenu", curButtonTexture, curButtonVector, curButtonRect, "Exit"));

            //Create the Menu Control
            curMenuControl = new Controls.PlanetOrbitControl("mnuOrbit", curPlanet.Name, curTexture, Model.OrientationType.Left, curPlanet.Name, "...Settings List Here...", menuButtons, curGameUniverse.getAllPlanetsList(), curGameUpdateComponents, this.curGameUniverse.getPlanetByName(curPlanet.Name).Orbit.StarshipFleetsInOrbit);

            this.LeftPlanetOrbitMenu = curMenuControl;

            //Add menu control to list
            //activeImgMenus.Add(curMenuControl);
        }
Пример #8
0
        public void CreatePlanetInfoMenu(GameUpdateClassComponents curGameUpdateComponents, DataCards.Planet curPlanet)
        {
            //Create a Info Menu

            //Disable other controls
            this.disableAllControls();

            Controls.GameInformationMenu newGameInfoMenu = new Controls.GameInformationMenu();

            newGameInfoMenu.dataCardType = Model.DataCardType.Planet;

            newGameInfoMenu.imageToDisplay = curGameUpdateComponents._staticTextureImages._infoMenu;
            newGameInfoMenu.menuVector = new Vector2(100, 100);
            newGameInfoMenu.HeaderText = curPlanet.HeaderText;
            newGameInfoMenu.Description = curPlanet.Description;
            newGameInfoMenu.tag = curPlanet;

            newGameInfoMenu.Name = "menuInfo";
            newGameInfoMenu._isEnabled = true;
            newGameInfoMenu._isNull = false;

            //Add the Scroll Panel
            Vector2 scrollPanelVector = new Vector2(550, 175);

            int spWidth = 320;
            int spHeight = 480;
            Rectangle scrollPanelRect = new Rectangle(Convert.ToInt32(scrollPanelVector.X), Convert.ToInt32(scrollPanelVector.Y), spWidth, spHeight);

            Controls.ScrollPanel.ScrollPanelTextControl scrlPnlDescription = new Controls.ScrollPanel.ScrollPanelTextControl(curGameUpdateComponents._staticTextureImages._scrollingPanel, scrollPanelVector, scrollPanelRect);
            newGameInfoMenu.scrlPnlDescriptionText = scrlPnlDescription;

            //Add the Exit Button
            newGameInfoMenu.menuButtons.Add(new Controls.FancyButtonControl("btnExitInfoMenu", curGameUpdateComponents._staticTextureImages._buttonTexture, new Vector2(365, 600), new Rectangle(365, 650, 130, 50), "Exit"));

            this.InfoMenu = newGameInfoMenu;
        }
Пример #9
0
        public void CreatePlanetCommandMenu(GameUpdateClassComponents curGameUpdateComponents, DataCards.Planet curPlanet)
        {
            //Create a Planet Command Menu

            //Disable other controls
            this.disableAllControls();

            Rectangle myAvgRect = new Rectangle(300, 200, 600, 400);

            List<GameEngine.PlayerInvObjs.InvUnit> facilityInvUnits = new List<GameEngine.PlayerInvObjs.InvUnit>();
            facilityInvUnits = curGameUniverse.getPlanetByName(curPlanet.Name).GroundSpaces.Facilities;

            List<GameEngine.PlayerInvObjs.InvUnit> troopsInvUnits = new List<GameEngine.PlayerInvObjs.InvUnit>();
            troopsInvUnits = curGameUniverse.getPlanetByName(curPlanet.Name).GroundSpaces.Troops;

            List<Controls.DataCardIconControl> facilityDataCards = new List<GalacticConquest.Controls.DataCardIconControl>();
            List<Controls.DataCardIconControl> troopsDataCards = new List<GalacticConquest.Controls.DataCardIconControl>();

            foreach (GameEngine.PlayerInvObjs.InvUnit curIU in facilityInvUnits)
            {
                Controls.DataCardIconControl curDataCard = new GalacticConquest.Controls.DataCardIconControl();

                //If Under construction@!!/////
                if (curIU._underConstruction)
                {
                    curDataCard.imgControl = curGameUpdateComponents._staticTextureImages._underConstructionFacility;
                    curDataCard.strControlText = curIU.iuFacility.HeaderText + " (U/C " + curIU._remainingConstructionDays.ToString() + " days left)";
                }
                else
                {
                    curDataCard.imgControl = Texture2D.FromFile(curGameUpdateComponents._graphicsDevice, Model.DataUtilities._FacilitiesImagePath + curIU.iuFacility.Name + ".jpg");
                    curDataCard.strControlText = curIU.iuFacility.HeaderText;
                }
                Rectangle curDataCardRect = new Rectangle(myAvgRect.X + 10, myAvgRect.Y + 10, curDataCard.imgControl.Width, curDataCard.imgControl.Height);
                curDataCard.rectControl = curDataCardRect;
                curDataCard._isNull = false;

                facilityDataCards.Add(curDataCard);
            }

            foreach (GameEngine.PlayerInvObjs.InvUnit curIU in troopsInvUnits)
            {
                Controls.DataCardIconControl curDataCard = new GalacticConquest.Controls.DataCardIconControl();

                //If Under construction@!!/////
                if (curIU._underConstruction)
                {
                    curDataCard.imgControl = curGameUpdateComponents._staticTextureImages._underConstructionFacility; // Use a troops Under Construction image when you get one...
                    curDataCard.strControlText = curIU.iuTroops.HeaderText + " (U/C " + curIU._remainingConstructionDays.ToString() + " days left)";
                }
                else
                {
                    curDataCard.imgControl = Texture2D.FromFile(curGameUpdateComponents._graphicsDevice, Model.DataUtilities._TroopsImagePath + curIU.iuTroops.Name + ".jpg");
                    curDataCard.strControlText = curIU.iuTroops.HeaderText;
                }
                Rectangle curDataCardRect = new Rectangle(myAvgRect.X + 10, myAvgRect.Y + 10, curDataCard.imgControl.Width, curDataCard.imgControl.Height);
                curDataCard.rectControl = curDataCardRect;
                curDataCard._isNull = false;

                troopsDataCards.Add(curDataCard);
            }

            Controls.PlanetCommandControl newPlanetCmdMenu = new Controls.PlanetCommandControl();

            newPlanetCmdMenu.menuImageToDisplay = curGameUpdateComponents._staticTextureImages._planetCommandMenu;

            newPlanetCmdMenu.menuVector = new Vector2(50, 100);
            newPlanetCmdMenu.HeaderText = curPlanet.HeaderText;
            newPlanetCmdMenu.Description = curPlanet.Description;
            newPlanetCmdMenu.Name = "plntCmdMenu";
            newPlanetCmdMenu.tag = curPlanet;
            newPlanetCmdMenu.SelectedPlanetName = curPlanet.Name;
            newPlanetCmdMenu._isEnabled = true;
            newPlanetCmdMenu._isNull = false;

            ///////////////////////////////////////////////////////////////////
            //Create Tab Control
            Controls.TabPanel.TabPanelControl tabControl = new Controls.TabPanel.TabPanelControl();

            tabControl.TabSelectedTexture = curGameUpdateComponents._staticTextureImages._tabSelected;
            tabControl.TabUnselectedTexture = curGameUpdateComponents._staticTextureImages._tabUnselected;
            tabControl.VectorPosition = new Vector2(300,157);

            Controls.TabPanel.TabPanel tabPanelCmd = new Controls.TabPanel.TabPanel();
            Controls.PanelControl btnPanel = new Controls.PanelControl();

            btnPanel._isEnabled = true;
            btnPanel._isNull = false;
            btnPanel.backColor = Color.LightSalmon;
            btnPanel.borderColor = Color.Black;
            btnPanel.borderSize = 2;
            btnPanel.panelRect = myAvgRect;

            if (curPlanet.GroundSpaces.hasFacilityMFR()) //If the planet has a manufactoring facility then let them build
            {
                Controls.FancyButtonControl btnFacilityMFR = new Controls.FancyButtonControl();

                Vector2 btnFacilVector = new Vector2(350,270);

                Rectangle btnFacilRect = new Rectangle((int)btnFacilVector.X, (int)btnFacilVector.Y, curGameUpdateComponents._staticTextureImages._buttonTexture.Width, curGameUpdateComponents._staticTextureImages._buttonTexture.Height);

                btnFacilityMFR = new Controls.FancyButtonControl("btnFacilityMFR", curGameUpdateComponents._staticTextureImages._buttonTexture, btnFacilVector, btnFacilRect, "Construct Buildings");

                btnPanel.menuButtons.Add(btnFacilityMFR);
            }
            if (curPlanet.GroundSpaces.hasShipMFR())//If the planet has a ship building facility then let them build
            {
                Controls.FancyButtonControl btnShipMFR = new Controls.FancyButtonControl();

                Vector2 btnFacilVector = new Vector2(curGameUpdateComponents._staticTextureImages._buttonTexture.Width + 350 + 75, 270);

                Rectangle rectShipMFR = new Rectangle((int)btnFacilVector.X, (int)btnFacilVector.Y, curGameUpdateComponents._staticTextureImages._buttonTexture.Width, curGameUpdateComponents._staticTextureImages._buttonTexture.Height);

                btnShipMFR = new Controls.FancyButtonControl("btnShipMFR", curGameUpdateComponents._staticTextureImages._buttonTexture, btnFacilVector, rectShipMFR, "Construct Ships");

                btnPanel.menuButtons.Add(btnShipMFR);
            }
            if (curPlanet.GroundSpaces.hasTroopsMFR())//If the planet has a troops building facility then let them build
            {
                Controls.FancyButtonControl btnTroopsMFR = new Controls.FancyButtonControl();

                Vector2 btnFacilVector = new Vector2(350, curGameUpdateComponents._staticTextureImages._buttonTexture.Height + 270 + 50);

                Rectangle rectTroopsMFR = new Rectangle((int)btnFacilVector.X, (int)btnFacilVector.Y, curGameUpdateComponents._staticTextureImages._buttonTexture.Width, curGameUpdateComponents._staticTextureImages._buttonTexture.Height);

                btnTroopsMFR = new Controls.FancyButtonControl("btnTroopsMFR", curGameUpdateComponents._staticTextureImages._buttonTexture, btnFacilVector, rectTroopsMFR, "Construct Troops");

                btnPanel.menuButtons.Add(btnTroopsMFR);
            }
            if (curPlanet.GroundSpaces.hasTroops() && curPlanet.Orbit.hasShipsInOrbit())//If the planet has troops and ship then let them move them
            {
                Controls.FancyButtonControl btnTroops = new Controls.FancyButtonControl();

                Vector2 btnFacilVector = new Vector2(curGameUpdateComponents._staticTextureImages._buttonTexture.Width + 350 + 75, curGameUpdateComponents._staticTextureImages._buttonTexture.Height + 270 + 50);

                Rectangle rectTroopsMFR = new Rectangle((int)btnFacilVector.X, (int)btnFacilVector.Y, curGameUpdateComponents._staticTextureImages._buttonTexture.Width, curGameUpdateComponents._staticTextureImages._buttonTexture.Height);

                btnTroops = new Controls.FancyButtonControl("btnTroops", curGameUpdateComponents._staticTextureImages._buttonTexture, btnFacilVector, rectTroopsMFR, "Move Troops");

                btnPanel.menuButtons.Add(btnTroops);
            }
            //btnPanel.

            tabPanelCmd.Name = "Command";
            tabPanelCmd.TabText = "Command";
            tabPanelCmd.selected = true;

            tabPanelCmd.panel = btnPanel;
            tabPanelCmd._isNull = false;

            Controls.TabPanel.TabPanel tabPanelFacility = new Controls.TabPanel.TabPanel();
            Controls.PanelControl facilityPanel = new Controls.PanelControl();

            facilityPanel._isEnabled = true;
            facilityPanel._isNull = false;
            facilityPanel.backColor = Color.LightGreen;
            facilityPanel.borderColor = Color.Black;
            facilityPanel.borderSize = 2;
            facilityPanel.panelRect = myAvgRect;

            //Add Facility DataCards
            //facilityPanel.

            facilityPanel.dataCards = facilityDataCards;

            tabPanelFacility.Name = "Facilities";
            tabPanelFacility.TabText = "Facilities";

            tabPanelFacility.panel = facilityPanel;
            tabPanelFacility._isNull = false;

            Controls.TabPanel.TabPanel tabPanelTroops = new Controls.TabPanel.TabPanel();
            Controls.PanelControl troopsPanel = new Controls.PanelControl();

            troopsPanel._isEnabled = true;
            troopsPanel._isNull = false;
            troopsPanel.backColor = Color.Gray;
            troopsPanel.borderColor = Color.Red;
            troopsPanel.borderSize = 2;
            troopsPanel.panelRect = myAvgRect;

            troopsPanel.dataCards = troopsDataCards;

            tabPanelTroops.Name = "Troops";
            tabPanelTroops.TabText = "Troops";

            tabPanelTroops.panel = troopsPanel;
            tabPanelTroops._isNull = false;

            //Insert all panels intoTab control
            tabControl.tabPanels.Add(tabPanelCmd);
            tabControl.tabPanels.Add(tabPanelFacility);
            tabControl.tabPanels.Add(tabPanelTroops);

            //Add the Tab Control
            newPlanetCmdMenu.tabControl = tabControl;

            //Add the Exit Button
            newPlanetCmdMenu.menuButtons.Add(new Controls.FancyButtonControl("btnExitPlanetCmdMenu", curGameUpdateComponents._staticTextureImages._buttonTexture, new Vector2(800, 680), new Rectangle(800, 680, 130, 50), "Exit"));

            this.PlanetCommandMenu = newPlanetCmdMenu;
        }