public ImageData(string name, string sprite, SpriteManager.SpriteType type, bool active) { Name = name; Sprite_Name = sprite; Sprite_Type = type; Active = active; }
public SpriteData(string name, SpriteManager.SpriteType type) { Name = name; Type = type; Animation_Frame_Time = 0.0f; Animation_Sprites = new List <string>(); }
public SpriteData(SpriteManager.SpriteType type, List <string> animation_sprites, float animation_fps) { Name = animation_sprites[0]; Type = type; Animation_Frame_Time = 1.0f / animation_fps; Animation_Sprites = animation_sprites; }
//TODO: internal_name.Contains("_slope") public Block(string name, string internal_name, string material, string model_name, bool passable, bool can_be_built_over, bool inactive, int hp, string ui_sprite, SpriteManager.SpriteType ui_sprite_type, float dismantle_speed, float build_speed, Dictionary <string, int> dismantle_drops, Dictionary <string, int> building_materials, Dictionary <Skill.SkillId, int> dismantle_skills, Dictionary <Skill.SkillId, int> build_skills, Verb dismantle_verb, Dictionary <Tool.ToolType, int> tools_required_to_dismantle, Dictionary <Tool.ToolType, int> tools_required_to_build, BuildMenuManager.TabType?build_menu_tab, float harvest_speed, string after_harvest_prototype, Dictionary <string, int> harvest_drops, Dictionary <Skill.SkillId, int> skills_required_to_harvest, Dictionary <Tool.ToolType, int> tools_required_to_harvest, Verb harvest_verb, CreateDelegate create_action, UpdateDelegate update_action, ConnectionData connections, bool base_support, bool destroy_group_when_removed) : base(name, string.IsNullOrEmpty(model_name) ? (internal_name.Contains("_slope") ? SLOPE_PREFAB_NAME : PREFAB_NAME) : null, string.IsNullOrEmpty(model_name) ? material : null, MaterialManager.MaterialType.Block, model_name) { Id = -1; Name = name; Internal_Name = internal_name; Material = material; Passable = passable; Can_Be_Built_Over = can_be_built_over; Inactive_GameObject = inactive; MAX_HP = hp; Indestructible = hp <= 0.0f; HP = -1.0f; HP_Dismantled = -1.0f; HP_Built = -1.0f; UI_Sprite = ui_sprite; UI_Sprite_Type = ui_sprite_type; Dismantle_Speed = dismantle_speed; Build_Speed = build_speed; Dismantle_Drops = dismantle_drops != null?Helper.Clone_Dictionary(dismantle_drops) : new Dictionary <string, int>(); Materials_Required_To_Build = building_materials != null?Helper.Clone_Dictionary(building_materials) : new Dictionary <string, int>(); Skills_Required_To_Dismantle = dismantle_skills != null?Helper.Clone_Dictionary(dismantle_skills) : new Dictionary <Skill.SkillId, int>(); Skills_Required_To_Build = build_skills != null?Helper.Clone_Dictionary(build_skills) : new Dictionary <Skill.SkillId, int>(); Dismantle_Verb = new Verb(dismantle_verb); Tools_Required_To_Dismantle = tools_required_to_dismantle != null?Helper.Clone_Dictionary(tools_required_to_dismantle) : new Dictionary <Tool.ToolType, int>(); Tools_Required_To_Build = tools_required_to_build != null?Helper.Clone_Dictionary(tools_required_to_build) : new Dictionary <Tool.ToolType, int>(); Completed = true; Build_Menu_Tab = build_menu_tab; Harvest_Speed = harvest_speed; After_Harvest_Prototype = after_harvest_prototype; Harvest_Progress = -1.0f; Harvest_Drops = harvest_drops != null?Helper.Clone_Dictionary(harvest_drops) : new Dictionary <string, int>(); Skills_Required_To_Harvest = skills_required_to_harvest != null?Helper.Clone_Dictionary(skills_required_to_harvest) : new Dictionary <Skill.SkillId, int>(); Tools_Required_To_Harvest = tools_required_to_harvest != null?Helper.Clone_Dictionary(tools_required_to_harvest) : new Dictionary <Tool.ToolType, int>(); Harvest_Verb = new Verb(harvest_verb); Data = new Dictionary <string, object>(); Persistent_Data = new Dictionary <string, object>(); Update_Action = update_action; update_cooldown = -1.0f; Create_Action = create_action; Connections = new ConnectionData(connections); last_connections = new ConnectionData(connections); Base_Support = base_support; Base_Pilar_Support = false; Destroy_Group_When_Removed = destroy_group_when_removed; Groups = new List <BlockGroup>(); }
public UIElementData(string gameobject_name, string sprite_name, SpriteManager.SpriteType sprite_type) { GameObject_Name = gameobject_name; Text = null; On_Click = null; Sprite_Name = sprite_name; Sprite_Type = sprite_type; }
public UIElementData(string gameobject_name, string button_text, OnClickDelegate on_click) { GameObject_Name = gameobject_name; Text = button_text; On_Click = on_click; Sprite_Name = null; Sprite_Type = SpriteManager.SpriteType.UI; }
public UIElementData(string gameobject_name, string text, Color?color = null) { GameObject_Name = gameobject_name; Text = text; On_Click = null; Text_Color = color; Sprite_Name = null; Sprite_Type = SpriteManager.SpriteType.UI; }
public Notification(string name, string sprite, SpriteManager.SpriteType sprite_type, NotificationManager.Notification_On_Click on_click) { Id = current_id; current_id++; Name = name; Sprite = sprite; Sprite_Type = sprite_type; On_Click = on_click; }
public Item(string name, string internal_name, int durability, float weight, float volyme, string ui_sprite, SpriteManager.SpriteType ui_sprite_type) { Name = name; Internal_Name = internal_name; Durability = -1; Max_Durability = durability; Weight = weight; Volyme = volyme; UI_Sprite = ui_sprite; UI_Sprite_Type = ui_sprite_type; }
private Resource(ResourceType type, string ui_name, string sprite_name, SpriteManager.SpriteType sprite_type, FoodType food_type, float food_quality, float value, ResourceRarity rarity, List <ResourceTag> tags) { Type = type; UI_Name = ui_name; Sprite_Name = sprite_name; Sprite_Type = sprite_type; Food_Type = food_type; Food_Quality = food_quality; Value = value; Fuel_Value = 0.0f; Rarity = rarity; Tags = tags; }
public void OpenDoor() { SpriteManager.SpriteType mySpriteType = GetComponent <Tile>().mySpriteType; GetComponent <Tile>().myType = Tile.TileType.DoorOpen; if (mySpriteType == SpriteManager.SpriteType.DoorHorizontalClosed) { GetComponentInChildren <SpriteRenderer>().sprite = SpriteManager.instance.CreateTexture(SpriteManager.SpriteType.DoorHorizontalOpen); } else if (mySpriteType == SpriteManager.SpriteType.DoorVerticalClosed) { GetComponentInChildren <SpriteRenderer>().sprite = SpriteManager.instance.CreateTexture(SpriteManager.SpriteType.DoorVerticalOpen); } // sound effects SoundManager.instance.PlaySound(SoundManager.Sound.OpenDoor); }
public CraftingRecipe(string name, string internal_name, float time, CraftingMenuManager.TabType tab, Dictionary <string, int> inputs, Dictionary <string, int> outputs, Dictionary <Tool.ToolType, int> required_tools, Dictionary <Skill.SkillId, int> required_skills, string icon_sprite, SpriteManager.SpriteType icon_sprite_type) { Id = current_id; current_id++; Name = name; Internal_Name = internal_name; Time = time; Tab = tab; Inputs = inputs != null?Helper.Clone_Dictionary(inputs) : new Dictionary <string, int>(); Outputs = outputs != null?Helper.Clone_Dictionary(outputs) : new Dictionary <string, int>(); Required_Tools = required_tools != null?Helper.Clone_Dictionary(required_tools) : new Dictionary <Tool.ToolType, int>(); Required_Skills = required_skills != null?Helper.Clone_Dictionary(required_skills) : new Dictionary <Skill.SkillId, int>(); Icon_Sprite = icon_sprite; Icon_Sprite_Type = icon_sprite_type; }
public Tool(string name, string internal_name, int durability, float weight, float volyme, string ui_sprite, SpriteManager.SpriteType ui_sprite_type, ToolType type, int level, float efficiency) : base(name, internal_name, durability, weight, volyme, ui_sprite, ui_sprite_type) { Type = type; Level = level; Base_Efficiency = efficiency; }
public static void Set_Image(string parent_game_object_name, string text_game_object_name, string sprite_name, SpriteManager.SpriteType sprite_type, Color color) { GameObject image_game_object = GameObject.Find(string.Format("{0}/{1}", parent_game_object_name, text_game_object_name)); Image image = image_game_object.GetComponentInChildren <Image>(); image.sprite = SpriteManager.Instance.Get(sprite_name, sprite_type); image.color = color; }
private void Finish() { if (NewExpeditionGUIManager.Instance.Active && NewExpeditionGUIManager.Instance.Expedition == this) { NewExpeditionGUIManager.Instance.Active = false; } City.Instance.Remove_Expedition(this); Building harbor = City.Instance.Buildings.FirstOrDefault(x => x.Id == Building_Id); if (Goal == ExpeditionGoal.Collect_Resources) { if (harbor == null) { return; } int additional_chance = 50; List <Resource> found_resources = new List <Resource>() { Resource }; float amount = Get_Random_Resource_Amount(Resource); switch (Lenght) { case ExpeditionLenght.Short: additional_chance = 20; break; case ExpeditionLenght.Long: additional_chance = 80; break; } Store_Resources(harbor, Resource, amount); while (RNG.Instance.Next(0, 100) <= additional_chance) { Resource extra = Get_Random_Resource(Resource, found_resources); if (extra == null) { break; } Store_Resources(harbor, extra, Get_Random_Resource_Amount(extra) * 0.35f); found_resources.Add(extra); additional_chance /= 2; } } else if (Goal == ExpeditionGoal.Find_Colony_Locations) { City.Instance.Add_Colony_Location(new ColonyLocation(Resource)); } else if (Goal == ExpeditionGoal.Establish_Colony) { Contacts.Instance.Cities.Add(new ForeignCity(Colony_Data)); } if (harbor != null) { harbor.Lock_Workers = false; Building dock = City.Instance.Buildings.FirstOrDefault(x => x.Id == long.Parse(harbor.Data["dock_id"])); string sprite = dock != null ? dock.Sprite.Name : harbor.Sprite.Name; SpriteManager.SpriteType sprite_type = dock != null ? dock.Sprite.Type : harbor.Sprite.Type; NotificationManager.Instance.Add_Notification(new Notification("Expedition finished", sprite, sprite_type, delegate() { CameraManager.Instance.Set_Camera_Location(harbor.Tile.Coordinates.Vector); InspectorManager.Instance.Building = harbor; })); } }