public void toggleNextScene() { PrototypeData.SetAllLists(); PrototypeData.mode = 1; PrototypeData.category = 1; Application.LoadLevel("DesignYourCharacter"); }
public UnitEntity SpawnUnit(EntityView entityView) { if (!cardLookUp.ContainsKey(entityView.prototype)) { throw new System.Exception("Could not find a prototype '" + entityView.prototype); } PrototypeData prototype = cardLookUp[entityView.prototype]; if (string.IsNullOrEmpty(prototype.unitPrefab)) { throw new System.Exception("Prototype does not have a unitPrefab associated with it."); } GameObject prefab = AssetManager.Instance.GetUnitPrefab(prototype.unitPrefab); if (prefab == null) { throw new System.Exception("Could not find prefab '" + prototype.unitPrefab + "'"); } GameObject go = Instantiate(prefab); UnitEntity unit = go.GetComponent <UnitEntity>(); unit.EntityView = entityView; AddEntity(unit); if (unit == null) { Destroy(go); throw new System.Exception("Unit prefab did not have UnitEntity component"); } return(unit); }
void Awake() { PrototypeData.SetAllLists(); PrototypeData.mode = 1; PrototypeData.category = 1; categoryHeader.GetComponent <Text>().text = "Select a feature to edit"; }
public MapObject(string name, Vector3 position, GameObject parent, PrototypeData prototype, bool active) { Name = name; Parent = parent; Prefab_Name = prototype.Use_Prefab ? prototype.Prefab_Name : null; Material = prototype.Use_Prefab ? prototype.Material : null; Material_Type = prototype.Use_Prefab ? prototype.Material_Type : null; Model_Name = prototype.Use_Prefab ? null : prototype.Model_Name; Has_Collision = prototype.Use_Prefab ? false : prototype.Has_Collision; GameObject = GameObject.Instantiate( prototype.Use_Prefab ? PrefabManager.Instance.Get(prototype.Prefab_Name) : ModelManager.Instance.Get(prototype.Model_Name), position, Quaternion.identity, Parent.transform ); GameObject.name = Name; if (!prototype.Use_Prefab) { BoxCollider collider = GameObject.AddComponent <BoxCollider>(); collider.isTrigger = !Has_Collision; } GameObject.SetActive(active); Update_Material(); }
void Awake() { PrototypeData.SetAllLists(); PrototypeData.mode = 1; PrototypeData.category = 1; categoryHeader.GetComponent <Text>().text = "Select a feature to edit"; allIcons = Resources.LoadAll("Headericons", typeof(Sprite)).Cast <Sprite>().ToArray(); }
public void ShowHoverCard(GameEntity entity) { PrototypeData proto = GameManager.Instance.GetPrototype(entity.PrototypeId); if (proto != null) { hoverCard.Prototype = proto; hoverCard.Show(entity); } }
public static PrototypeData Convert(PrototypeDataJson prototypeDataJson) { var prototypeData = new PrototypeData { Id = prototypeDataJson.Id, ProjectId = prototypeDataJson.ProjectId, Key = prototypeDataJson.Key, Value = prototypeDataJson.Value, CreatedAt = prototypeDataJson.CreatedAt, UpdatedAt = prototypeDataJson.UpdatedAt }; return(prototypeData); }
private async Task getProjectPrototypeData(int projectId) { IsBusy = true; PrototypeData.Clear(); var client = new WebClient(); var response = await client.GetProjectPrototypeData(Project.Id); foreach (var item in response.Response.Items) { PrototypeData.Add(PrototypeDataConverter.Convert(item)); } PrototypeData.Reverse(); IsBusy = false; }
/// <summary> /// Creates the data for the specified row. /// </summary> /// <param name="Row">The row.</param> internal Data Create(Row Row) { Data Data; switch (this.Index) { case 0: { Data = new BuildingData(Row, this); break; } case 1: { Data = new LocaleData(Row, this); break; } case 2: { Data = new ResourceData(Row, this); break; } case 3: { Data = new CharacterData(Row, this); break; } case 6: { Data = new BuildingClassData(Row, this); break; } case 7: { Data = new ObstacleData(Row, this); break; } case 8: { Data = new EffectData(Row, this); break; } case 9: { Data = new ParticleEmitterData(Row, this); break; } case 10: { Data = new ExperienceLevelData(Row, this); break; } case 11: { Data = new TrapData(Row, this); break; } case 12: { Data = new AllianceBadgeData(Row, this); break; } case 13: { Data = new GlobalData(Row, this); break; } case 14: { Data = new TownhallLevelData(Row, this); break; } case 15: { Data = new PrototypeData(Row, this); break; } case 16: { Data = new NpcData(Row, this); break; } case 17: { Data = new DecoData(Row, this); break; } case 18: { Data = new ResourcePackData(Row, this); break; } case 20: { Data = new MissionData(Row, this); break; } case 21: { Data = new BillingPackageData(Row, this); break; } case 22: { Data = new AchievementData(Row, this); break; } case 25: { Data = new SpellData(Row, this); break; } case 26: { Data = new HintData(Row, this); break; } case 27: { Data = new LandingShipData(Row, this); break; } case 28: { Data = new ArtifactData(Row, this); break; } case 29: { Data = new ArtifactBonusData(Row, this); break; } case 30: { Data = new DeepseaParameterData(Row, this); break; } case 31: { Data = new ExplorationCostData(Row, this); break; } case 34: { Data = new ResourceShipData(Row, this); break; } case 35: { Data = new LootBoxData(Row, this); break; } case 36: { Data = new LiberatedIncomeData(Row, this); break; } case 37: { Data = new RegionData(Row, this); break; } case 38: { Data = new DefenseRewardData(Row, this); break; } case 39: { Data = new LocatorData(Row, this); break; } case 40: { Data = new EventData(Row, this); break; } case 41: { Data = new FootstepData(Row, this); break; } case 42: { Data = new PersistentEventRewardData(Row, this); break; } case 43: { Data = new CommunityLinkData(Row, this); break; } case 44: { Data = new ShieldData(Row, this); break; } case 45: { Data = new AbTestData(Row, this); break; } case 46: { Data = new LetterData(Row, this); break; } case 47: { Data = new RankData(Row, this); break; } case 48: { Data = new CountryData(Row, this); break; } case 51: { Data = new BoomboxData(Row, this); break; } case 52: { Data = new HeroData(Row, this); break; } case 53: { Data = new HeroAbilityData(Row, this); break; } case 54: { Data = new OfferData(Row, this); break; } case 55: { Data = new DeepLinkData(Row, this); break; } case 56: { Data = new SectorData(Row, this); break; } case 57: { Data = new SectorBonusData(Row, this); break; } default: { Data = new Data(Row, this); break; } } return(Data); }