private void Start() { if (!this.is_in_storage) { storage = UnityFunctions.ship_manager; this.Run_Start(); UpdateModuleStats(); StartMonitor(); } }
public void LoadData(UpgradeItem selected_item) { gameObject.SetActive(true); this.selected_item = selected_item; //********************** //Get the ship Managment //********************** GameObject player = GameObject.Find("Player_Config"); if (player == null) { return; } ShipManagment ship_managment = player.GetComponent <ShipManagment>(); if (ship_managment == null) { return; } //*********************************** //Lets get the drop panel of the item //*********************************** Transform panel = gameObject.transform.Find("DropPanel"); if (panel != null) { //************************* //Lest remove all old items //************************* foreach (Transform child in panel.transform) { GameObject.Destroy(child.gameObject); } if (invetory_upgrade_item_prrefab == null) { return; } foreach (Upgrade_Settings e in ship_managment.stored_upgrades) { GameObject button = Instantiate(invetory_upgrade_item_prrefab, panel); UpgradeItem item = button.GetComponent <UpgradeItem>(); if (item != null) { item.SetItem(e); } EventTrigger trigger = item.GetComponent <EventTrigger>(); UnityFunctions.AddListener(ref trigger, EventTriggerType.PointerClick, onClickListener); } } }
// Start is called before the first frame update private void Start() { storage = UnityFunctions.ship_manager; Setup(); OnValidate(); txt.enabled = true; if (recipe != null && read_type == Enums.enum_read_type.replicator_make) { txt.enabled = !recipe.blueprint; } //************************* //Get the replicator object //************************* if (read_type == Enums.enum_read_type.replicator_que) { if (replicator == null) { replicator = UnityFunctions.modules.GetComponentInChildren <Replicator>(); } } else if (read_type == Enums.enum_read_type.replicator_time) { if (replicator == null) { replicator = UnityFunctions.modules.GetComponentInChildren <Replicator>(); } } if (but != null) { //Lets hook up event if (read_type == Enums.enum_read_type.replicator_make) { but.onClick.AddListener(MakeItem); } else if (read_type == Enums.enum_read_type.use) { but.onClick.AddListener(Use); } else { but.onClick.RemoveAllListeners(); } } InvokeRepeating("Reader.UpdateDisplayData", 0, 1.0f); }
public static void PopulateCommonVariables() { UnityFunctions.modules = GameObject.Find("Modules"); UnityFunctions.stored_modules = GameObject.Find("Stored_Modules"); UnityFunctions.game_elements = GameObject.Find("GameElements"); UnityFunctions.stored_upgrades = GameObject.Find("Stored_Upgrades"); UnityFunctions.player = GameObject.Find("Player"); if (UnityFunctions.player == null) { UnityFunctions.player = GameObject.Find("Player_Config"); } else { UnityFunctions.ship_manager = (ShipManagment)UnityFunctions.player.GetComponent("ShipManagment"); } PopulateItemResorces(); }
// Start is called before the first frame update private void Start() { if (player_prefab == null) { return; } //******************************************************* //Lets look at the what type of data we are going to read //******************************************************* if (data_type == Enums.enum_system_info.flight_assist || data_type == Enums.enum_system_info.landing_zone) { //************************* //This is icon data boolean //************************* ship_movment = player_prefab.GetComponent <SpaceShipMovment>(); sr = GetComponentInChildren <Image>(); } else if (data_type == Enums.enum_system_info.refiner) { GameObject r = GameObject.Find("Refiner(Clone)"); bar = GetComponentInChildren <Slider>(); } else { //************************************** //This is slider data from ShipManagment //************************************** sys = player_prefab.GetComponent <ShipManagment>(); bar = GetComponentInChildren <Slider>(); } //******************************************* //Lets start te reading //******************************************* InvokeRepeating("UpdateDisplayData", 0, 0.1f); }
public void ReadData(GameObject player_prefab) { ShipManagment ship_mamanmger = player_prefab.GetComponent <ShipManagment>(); position = player_prefab.transform.position; roation = player_prefab.transform.rotation; scale = player_prefab.transform.localScale; module_name = ship_mamanmger.name; battery = ship_mamanmger.battery; fuel = ship_mamanmger.fuel; InventoryManager inv = player_prefab.GetComponent <InventoryManager>(); this.inventory.Clear(); foreach (InventoryManager.Item e in inv.inventory) { this.inventory.Add(e.item_type); } this.blueprints.Clear(); foreach (InventoryManager.Item e in inv.blueprints) { this.blueprints.Add(e.item_type); } //***************** //Same the upgrades //***************** stored_upgrades.Clear(); foreach (Upgrade_Settings e in ship_mamanmger.stored_upgrades) { //Upgrade_Settings refab = Resources.Load(e.ToString()) as Upgrade_Settings; stored_upgrades.Add(e.Full_name); } }
public void LoadPlayer() { UnityFunctions.PopulateItemResorces(); PlayerSaveModel player_model = PlayerSaveModel.LoadPlayer(); ShipManagment ship_mamanmger = gameObject.GetComponent <ShipManagment>(); ship_mamanmger.fuel = player_model.fuel; ship_mamanmger.battery = player_model.battery; if (is_config == false) { transform.position = player_model.position; transform.rotation = player_model.roation; } else { stored_pos = player_model.position; stored_rotation = player_model.roation; } //************* //Load invetory //************* InventoryManager inv = gameObject.GetComponent <InventoryManager>(); inv.inventory.Clear(); if (inv != null && player_model.inventory != null) { foreach (Enums.enum_item e in player_model.inventory) { //if (UnityFunctions.GetItemTypeResorceType(e) == Enums.enum_resorce_type.blueprint) { //inv.blueprints.Add(new InventoryManager.Item(e)); //} else { inv.inventory.Add(new InventoryManager.Item(e)); // } } } //**************** //Load blue prints //**************** //inv.blueprints.Clear(); if (inv != null && player_model.blueprints != null) { foreach (Enums.enum_item e in player_model.blueprints) { inv.blueprints.Add(new InventoryManager.Item(e)); } } //***************** //Load the upgrades //***************** ship_mamanmger.stored_upgrades.Clear(); foreach (string e in player_model.stored_upgrades) { Upgrade_Settings refab = Resources.Load(e) as Upgrade_Settings; ship_mamanmger.stored_upgrades.Add(refab); } //******************************************** //Loop through the modules in our player model //******************************************** foreach (ModuleSaveModel module in player_model.modules) { //**************** //Create our modue //**************** GameObject new_module = Create_Module(module); if (new_module != null) { //************ //Add upgrades //************ ship_mamanmger.Equip(new_module); } } //******************************************** //Loop through the modules in our player model //******************************************** foreach (ModuleSaveModel module in player_model.stored_modules) { //**************** //Create our modue //**************** GameObject new_module = null; try { new_module = Create_Module(module); } catch (Exception ex) { Debug.Log(ex); } if (new_module != null) { ship_mamanmger.Store_Module(new_module); } } }
private void LoadUpgradeList() { //********************** //Get the ship Managment //********************** loading = true; upgrade_item1.ClearOptions(); upgrade_item2.ClearOptions(); upgrade_item3.ClearOptions(); upgrade_item2.gameObject.SetActive(false); upgrade_item3.gameObject.SetActive(false); GameObject player = GameObject.Find("Player_Config"); if (player == null) { return; } ship_managment = player.GetComponent <ShipManagment>(); if (ship_managment == null) { return; } //***************************************************** //Populate the options Filter the items based on module //***************************************************** //********************* //Set the default value //********************* for (int i = 0; i < module_info.upgrades.Count; i++) { switch (i) { case 0: upgrade_item2.gameObject.SetActive(true); upgrade_item1.options.Add(new Dropdown.OptionData("None")); foreach (Upgrade_Settings e in ship_managment.stored_upgrades) { if (e.IsAvalible(module_info.gameObject.GetComponent <ItemResorce>().Item_type)) { upgrade_item1.options.Add(new Dropdown.OptionData(e.name, e.Sprite)); } } upgrade_item1.options.Add(new Dropdown.OptionData(module_info.upgrades[i].name, module_info.upgrades[i].Sprite)); //Populate upgrade_item2.options.Add(new Dropdown.OptionData("None")); foreach (Upgrade_Settings e in ship_managment.stored_upgrades) { if (e.IsAvalible(module_info.gameObject.GetComponent <ItemResorce>().Item_type)) { upgrade_item2.options.Add(new Dropdown.OptionData(e.name, e.Sprite)); } } upgrade_item1.value = GetIndexByName(upgrade_item1, module_info.upgrades[i].name); upgrade_item1.RefreshShownValue(); // this is the key break; case 1: upgrade_item3.gameObject.SetActive(true); upgrade_item2.options.Add(new Dropdown.OptionData(module_info.upgrades[i].name, module_info.upgrades[i].Sprite)); //Populate 3 upgrade_item3.options.Add(new Dropdown.OptionData("None")); foreach (Upgrade_Settings e in ship_managment.stored_upgrades) { if (e.IsAvalible(module_info.gameObject.GetComponent <ItemResorce>().Item_type)) { upgrade_item3.options.Add(new Dropdown.OptionData(e.name, e.Sprite)); } } upgrade_item2.value = GetIndexByName(upgrade_item2, module_info.upgrades[i].name); upgrade_item2.RefreshShownValue(); // this is the key break; case 2: upgrade_item3.options.Add(new Dropdown.OptionData(module_info.upgrades[i].name, module_info.upgrades[i].Sprite)); upgrade_item3.value = GetIndexByName(upgrade_item3, module_info.upgrades[i].name); upgrade_item3.RefreshShownValue(); // this is the key break; } } if (module_info.upgrades.Count <= 0) { //Load the first item with data upgrade_item1.options.Add(new Dropdown.OptionData("None")); foreach (Upgrade_Settings e in ship_managment.stored_upgrades) { if (e.IsAvalible(module_info.gameObject.GetComponent <ItemResorce>().Item_type)) { upgrade_item1.options.Add(new Dropdown.OptionData(e.name, e.Sprite)); } } upgrade_item1.value = GetIndexByName(upgrade_item1, "None"); } this.SetInvetoryInfo(); loading = false; }