public Task <GetAllUnitResponse> getAllUnit() { GetAllUnitResponse response = new GetAllUnitResponse(); try { response.Data = _service.All(); response.Message = ""; response.Success = true; if (response.Data != null) { response.Total = response.Data.Count(); } } catch (Exception e) { response.Message = e.ToString(); response.Success = false; } return(Task.FromResult(response)); }
private void CategorySelected(UnitCategory cat) { var allUnitCards = _unitCardsPanel.GetComponentsInChildren <Button>(); foreach (var c in allUnitCards) { Destroy(c.gameObject); } // TODO Get units from Deck not just all units. var allUnitsOfCat = _unitService.All().Where(u => u.Category.Name == cat.Name).ToList(); foreach (var unit in allUnitsOfCat) { var card = Instantiate(UnitCardDeploymentPrefab, _unitCardsPanel.transform); card.GetComponentInChildren <Text>().text = unit.Name; // this is very hacky and WIP just to keep the current spawning system working var session = GameObject.Find("GameSession"); // See above, we need to either make this fully dynamic or put the cat names in the type system: switch (cat.Name) { case "TNK": card.GetComponentInChildren <Button>().onClick.AddListener(session.GetComponent <InputManager>().TankButtonCallback); break; case "SUP": card.GetComponentInChildren <Button>().onClick.AddListener(session.GetComponent <InputManager>().ArtyButtonCallback); break; default: break; } // TODO Set picture too // TODO Transports? } }