Пример #1
0
    private void UpdateIconObjectsVisibility(Furniture furniture, FurnitureChildObjects statuses)
    {
        if (statuses.StatusIndicators != null && statuses.StatusIndicators.Count > 0)
        {
            // TODO: Cache the Enum.GetValues call?
            foreach (BuildableComponent.Requirements req in Enum.GetValues(typeof(BuildableComponent.Requirements)).Cast <BuildableComponent.Requirements>())
            {
                if (req == BuildableComponent.Requirements.None)
                {
                    continue;
                }

                GameObject go;
                if (statuses.StatusIndicators.TryGetValue(req, out go) == false)
                {
                    continue;
                }

                if ((furniture.Requirements & req) == 0)
                {
                    go.SetActive(false);
                }
                else
                {
                    go.SetActive(true);
                }
            }
        }
    }
 private void UpdateIconObjectsVisibility(Furniture furniture, FurnitureChildObjects statuses)
 {
     if (statuses.StatusIndicators != null && statuses.StatusIndicators.Count > 0)
     {
         foreach (BuildableComponent.Requirements req in Enum.GetValues(typeof(BuildableComponent.Requirements)).Cast <BuildableComponent.Requirements>()
                  .Where(x => x != BuildableComponent.Requirements.None && statuses.StatusIndicators.ContainsKey(x)))
         {
             if ((furniture.Requirements & req) == 0)
             {
                 statuses.StatusIndicators[req].SetActive(false);
             }
             else
             {
                 statuses.StatusIndicators[req].SetActive(true);
             }
         }
     }
 }
    protected override void OnCreated(Furniture furniture)
    {
        GameObject furn_go = new GameObject();

        // Add our tile/GO pair to the dictionary.
        objectGameObjectMap.Add(furniture, furn_go);

        // FIXME: This hardcoding is not ideal!
        if (furniture.HasTypeTag("Door"))
        {
            // Check to see if we actually have a wall north/south, and if so
            // set the furniture verticalDoor flag to true.
            Tile northTile = world.GetTileAt(furniture.Tile.X, furniture.Tile.Y + 1, furniture.Tile.Z);
            Tile southTile = world.GetTileAt(furniture.Tile.X, furniture.Tile.Y - 1, furniture.Tile.Z);

            if (northTile != null && southTile != null && northTile.Furniture != null && southTile.Furniture != null &&
                northTile.Furniture.HasTypeTag("Wall") && southTile.Furniture.HasTypeTag("Wall"))
            {
                furniture.VerticalDoor = true;
            }
        }

        SpriteRenderer sr = furn_go.AddComponent <SpriteRenderer>();

        sr.sprite           = GetSpriteForFurniture(furniture);
        sr.sortingLayerName = "Furniture";
        sr.color            = furniture.Tint;

        furn_go.name = furniture.Type + "_" + furniture.Tile.X + "_" + furniture.Tile.Y;
        furn_go.transform.position = furniture.Tile.Vector3 + ImageUtils.SpritePivotOffset(sr.sprite, furniture.Rotation);
        furn_go.transform.Rotate(0, 0, furniture.Rotation);
        furn_go.transform.SetParent(objectParent.transform, true);

        sr.sortingOrder = Mathf.RoundToInt(furn_go.transform.position.y * -1);

        FurnitureChildObjects childObjects = new FurnitureChildObjects();

        childObjectMap.Add(furniture, childObjects);

        childObjects.Overlay = new GameObject();
        childObjects.Overlay.transform.parent   = furn_go.transform;
        childObjects.Overlay.transform.position = furn_go.transform.position;
        SpriteRenderer spriteRendererOverlay = childObjects.Overlay.AddComponent <SpriteRenderer>();
        Sprite         overlaySprite         = GetOverlaySpriteForFurniture(furniture);

        if (overlaySprite != null)
        {
            spriteRendererOverlay.sprite           = overlaySprite;
            spriteRendererOverlay.sortingLayerName = "Furniture";
            spriteRendererOverlay.sortingOrder     = Mathf.RoundToInt(furn_go.transform.position.y * -1) + 1;
        }

        // indicators (power, fluid, ...)
        BuildableComponent.Requirements furnReq = furniture.GetPossibleRequirements();
        foreach (BuildableComponent.Requirements req in Enum.GetValues(typeof(BuildableComponent.Requirements)))
        {
            if (req != BuildableComponent.Requirements.None && (furnReq & req) == req)
            {
                GameObject indicator = new GameObject();
                indicator.transform.parent     = furn_go.transform;
                indicator.transform.localScale = new Vector3(IndicatorScale, IndicatorScale, IndicatorScale);
                indicator.transform.position   = furn_go.transform.position + statusIndicatorOffsets[req];

                SpriteRenderer powerSpriteRenderer = indicator.AddComponent <SpriteRenderer>();
                powerSpriteRenderer.sprite           = GetStatusIndicatorSprite(req);
                powerSpriteRenderer.sortingLayerName = "Power";
                powerSpriteRenderer.color            = Color.red;

                childObjects.AddStatus(req, indicator);
            }
        }

        UpdateIconObjectsVisibility(furniture, childObjects);

        if (furniture.Animations != null)
        {
            furniture.Animations.Renderer = sr;
        }

        // Register our callback so that our GameObject gets updated whenever
        // the object's into changes.
        furniture.Changed            += OnChanged;
        furniture.Removed            += OnRemoved;
        furniture.IsOperatingChanged += OnIsOperatingChanged;
    }