public void removeBuilding(Building building) { for (int i = 0; i < buildingList.Count; i++) { StoredBuilding b = buildingList[i]; if (b.compare(new StoredBuilding(building))) { buildingList.Remove(b); } } GameControl.control.SetBuildings(buildingList); GameControl.control.Save(); }
void BuildMemory() { if (!isReadyToUpdate) { return; } /* if(buildingData.CanInsFireCamp == 1) * { * FireCampUI.BuildingCanvas.SetActive(false); * FireCampUI.BuildingUpgradedCanvas.SetActive(true); * FireIllustrationBlock.SetActive(false); * if(buildingData.FireCampUnlock == 1) * FireCampToInstantiate = FireCampUI.BuildingPrefab; * else * { * FireCampUI.BuildingBlock.SetActive(true); * FireCampToInstantiate = FireCampUI.BuildingUpgradedPrefab; * } * Vector3 Fposition = new Vector3(buildingData.FirecampPosX,buildingData.FirecampPosY,buildingData.FirecampPosZ); * GameObject B = Instantiate(FireCampToInstantiate,Fposition,Quaternion.identity); * if(buildingData.FireCampFlip == 1) * B.GetComponent<SpriteRenderer>().flipX = true; * SetBuildNodeInfo(B,Fposition,FireCampUI.Blueprint); * FireCampInsed = true; * } * buildingData.CanInsFireCamp = 0;*/ if (FireCampLevel1 & !FireCampInsed) { IM.UnlockFireIllustration(); FireCampUI.BuildingCanvas.SetActive(false); FireCampUI.BuildingUpgradedCanvas.SetActive(true); GameObject B = Instantiate(FireCampToInstantiate, Fposition, Quaternion.identity); B.GetComponent <Building>().AssignBuildingManager(buildingmanager); if (FFlip) { B.GetComponent <SpriteRenderer>().flipX = true; } SetBuildNodeInfo(B, FireCampUI.Blueprint); FireCampInsed = true; } else if (FireCampLevel2 & !FireCampInsed) { IM.UnlockLavaIllustration(); FireCampUI.BuildingCanvas.SetActive(false); FireCampUI.BuildingUpgradedCanvas.SetActive(false); FireCampUI.BuildingBlock.SetActive(true); GameObject B = Instantiate(FireCampToInstantiate, Fposition, Quaternion.identity); B.GetComponent <Building>().AssignBuildingManager(buildingmanager); if (FFlip) { B.GetComponent <SpriteRenderer>().flipX = true; } SetBuildNodeInfo(B, FireCampUI.UpBlueprint); FireCampInsed = true; } if (IceHouseLevel1 & !IceHouseInsed) { IM.UnlockIceIllustration(); IceHouseUI.BuildingCanvas.SetActive(false); IceHouseUI.BuildingUpgradedCanvas.SetActive(true); GameObject B = Instantiate(IceHouseToInstantiate, Iposition, Quaternion.identity); B.GetComponent <Building>().AssignBuildingManager(buildingmanager); if (IFlip) { B.GetComponent <SpriteRenderer>().flipX = true; } SetBuildNodeInfo(B, IceHouseUI.Blueprint); IceHouseInsed = true; } else if (IceHouseLevel2 & !IceHouseInsed) { IM.UnlockSnowIllustration(); IceHouseUI.BuildingCanvas.SetActive(false); IceHouseUI.BuildingUpgradedCanvas.SetActive(false); IceHouseUI.BuildingBlock.SetActive(true); GameObject B = Instantiate(IceHouseToInstantiate, Iposition, Quaternion.identity); B.GetComponent <Building>().AssignBuildingManager(buildingmanager); if (IFlip) { B.GetComponent <SpriteRenderer>().flipX = true; } SetBuildNodeInfo(B, IceHouseUI.UpBlueprint); IceHouseInsed = true; } if (HolyChurchLevel1 & !HolyChurchInsed) { IM.UnlockHolyIllustration(); HolyChurchUI.BuildingCanvas.SetActive(false); HolyChurchUI.BuildingUpgradedCanvas.SetActive(true); GameObject B = Instantiate(HolyChurchToInstantiate, Hposition, Quaternion.identity); B.GetComponent <Building>().AssignBuildingManager(buildingmanager); if (HFlip) { B.GetComponent <SpriteRenderer>().flipX = true; } SetBuildNodeInfo(B, HolyChurchUI.Blueprint); HolyChurchInsed = true; } else if (HolyChurchLevel2 & !HolyChurchInsed) { IM.UnlockMoneyIllustration(); HolyChurchUI.BuildingCanvas.SetActive(false); HolyChurchUI.BuildingUpgradedCanvas.SetActive(false); HolyChurchUI.BuildingBlock.SetActive(true); GameObject B = Instantiate(HolyChurchToInstantiate, Hposition, Quaternion.identity); B.GetComponent <Building>().AssignBuildingManager(buildingmanager); if (IFlip) { B.GetComponent <SpriteRenderer>().flipX = true; } SetBuildNodeInfo(B, HolyChurchUI.UpBlueprint); HolyChurchInsed = true; } if (CaveUnlock & !CaveInsed) { GameObject B = Instantiate(Cave, Cposition, Quaternion.identity); CavePop.transform.position = B.transform.position + new Vector3(0, 5, 0); CavePop.transform.parent = B.transform; B.GetComponent <Building>().AssignBuildingManager(buildingmanager); if (CFlip) { B.GetComponent <SpriteRenderer>().flipX = true; } SetBuildNodeInfo(B, CaveBlueprint); CaveInsed = true; } if (WareHouseUnlock & !WareHouseInsed) { GameObject B = Instantiate(WareHouseBlueprint.Building, WareHouseposition, Quaternion.identity); WareHousePop.transform.position = B.transform.position + new Vector3(0, 5, 0); WareHousePop.transform.parent = B.transform; B.GetComponent <Building>().AssignBuildingManager(buildingmanager); if (WareHouseFlip) { B.GetComponent <SpriteRenderer>().flipX = true; } SetBuildNodeInfo(B, WareHouseBlueprint); WareHouseInsed = true; } if (CanoeUnlock & !CanoeInsed) { GameObject B = Instantiate(CanoeBlueprint.Building, Canoeposition, Quaternion.identity); CanoePop.transform.position = B.transform.position + new Vector3(0, 5, 0); CanoePop.transform.parent = B.transform; B.GetComponent <Building>().AssignBuildingManager(buildingmanager); if (CanoeFlip) { B.GetComponent <SpriteRenderer>().flipX = true; } else { B.GetComponent <SpriteRenderer>().flipX = false; } SetBuildNodeInfo(B, CanoeBlueprint); CanoeInsed = true; } if (HasTree & !TreeInsed) { for (int i = 0; i < TreeType.Count; i++) { if (TreeType[i] == "\"NormalTree\"") { TreeToIns = NormalTree; TreeBlueprint = NormalTreeBlueprint; } else if (TreeType[i] == "\"MintTree\"") { TreeToIns = MintTree; TreeBlueprint = MintTreeBlueprint; } else if (TreeType[i] == "\"PinkTree\"") { TreeToIns = PinkTree; TreeBlueprint = PinkTreebBlueprint; } else if (TreeType[i] == "\"GrapeTree\"") { TreeToIns = GrapeTree; TreeBlueprint = GrapeTreeBlueprint; } else if (TreeType[i] == "\"PuddingTree\"") { TreeToIns = PuddingTree; TreeBlueprint = PuddingTreeBlueprint; } else if (TreeType[i] == "\"TrebleTree\"") { TreeToIns = TrebleTree; TreeBlueprint = TrebleTreeBlueprint; } else if (TreeType[i] == "\"GreenTree\"") { TreeToIns = GreenTree; TreeBlueprint = GreenTreeBlueprint; } else if (TreeType[i] == "\"RustTree\"") { TreeToIns = RustTree; TreeBlueprint = RustTreeBlueprint; } else if (TreeType[i] == "\"RustForest\"") { TreeToIns = RustForest; TreeBlueprint = RustForestBlueprint; } else if (TreeType[i] == "\"Fir\"") { TreeToIns = Fir; TreeBlueprint = FirBlueprint; } else if (TreeType[i] == "\"LittleFirForest\"") { TreeToIns = LittleFirForest; TreeBlueprint = LittleFirForestBlueprint; } else if (TreeType[i] == "\"FirForest\"") { TreeToIns = FirForest; TreeBlueprint = FirForestBlueprint; } else if (TreeType[i] == "\"DreamForest\"") { TreeToIns = DreamForest; TreeBlueprint = DreamForestBlueprint; } else if (TreeType[i] == "\"LittleForest\"") { TreeToIns = LittleForest; TreeBlueprint = LittleForestBlueprint; } else if (TreeType[i] == "\"ChristmasTree\"") { TreeToIns = ChristmasTree; TreeBlueprint = ChristmasTreeBlueprint; } Vector3 TreePos = new Vector3(TreePosX[i], TreePosY[i], TreePosZ[i]); GameObject B = Instantiate(TreeToIns, TreePos, Quaternion.identity); Building BScript = B.GetComponent <Building>(); BScript.AssignBuildingManager(buildingmanager); BScript.SetTreeType(TreeBlueprint.Building.name); if (TreeFlip[i] == "1") { B.GetComponent <SpriteRenderer>().flipX = true; } B.name = TreeName[i]; Vector3 RayCastPos = TreePos; RayCastPos.y -= 5; SetBuildNodeInfo(B, TreeBlueprint); BScript.GetNode().SetOriginTreeName(TreeName[i]); } TreeInsed = true; } if (CanInsStoredBuildingButton & !StoredBuildingButtonInsed) { int SBuildingNum = 0; foreach (string name in StroedBuildingName) { GameObject Button = Instantiate(StoredBuildingButtonPrefab, LastButtonPosition, Quaternion.identity); Button.transform.parent = Parent.transform; Button.transform.localScale = new Vector3(1, 1, 1); Button.GetComponent <RectTransform>().anchoredPosition = new Vector2(-975 + (buildingmanager.GetStoredBuildingButtonsList().Count - 1) * 170, -12); buildingmanager.SetLastStoredPosition(LastButtonPosition); LastButtonPosition = Button.GetComponent <RectTransform>().anchoredPosition; // Button.transform.localPosition = LastButtonPosition; Vector3 temp = LastButtonPosition; temp.x += 170; LastButtonPosition = temp; StoredBuilding SB = Button.GetComponent <StoredBuilding>(); DM.UpdateButton(name, StoredBuildingNum[SBuildingNum]); SB.NumberText.text = StoredBuildingNum[SBuildingNum++].ToString(); SB.SetBM(buildingmanager); buildingmanager.AddStoredBuildingButtons(SB); SB.SetNumThisEdit(); if (name == "NormalTree") { SB.BuildingImg.sprite = NormalTree.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(NormalTree); SB.SetBlueprint(buildingmanager.NormalTree); } else if (name == "MintTree") { SB.BuildingImg.sprite = MintTree.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(MintTree); SB.SetBlueprint(buildingmanager.MintTree); } else if (name == "PinkTree") { SB.BuildingImg.sprite = PinkTree.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(PinkTree); SB.SetBlueprint(buildingmanager.PinkTree); } else if (name == "GrapeTree") { SB.BuildingImg.sprite = GrapeTree.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(GrapeTree); SB.SetBlueprint(buildingmanager.GrapeTree); } else if (name == "PuddingTree") { SB.BuildingImg.sprite = PuddingTree.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(PuddingTree); SB.SetBlueprint(buildingmanager.PuddingTree); } else if (name == "TrebleTree") { SB.BuildingImg.sprite = TrebleTree.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(TrebleTree); SB.SetBlueprint(buildingmanager.TrebleTree); } else if (name == "GreenTree") { SB.BuildingImg.sprite = GreenTree.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(GreenTree); SB.SetBlueprint(buildingmanager.GreenTree); } else if (name == "RustTree") { SB.BuildingImg.sprite = RustTree.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(RustTree); SB.SetBlueprint(buildingmanager.DeadTree); } else if (name == "RustForest") { SB.BuildingImg.sprite = RustForest.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(RustForest); SB.SetBlueprint(buildingmanager.DeadTreeFroest); } else if (name == "Fir") { SB.BuildingImg.sprite = Fir.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(Fir); SB.SetBlueprint(buildingmanager.Fir); } else if (name == "LittleFirForest") { SB.BuildingImg.sprite = LittleFirForest.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(LittleFirForest); SB.SetBlueprint(buildingmanager.LittleFir); } else if (name == "FirForest") { SB.BuildingImg.sprite = FirForest.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(FirForest); SB.SetBlueprint(buildingmanager.FirFroest); } else if (name == "DreamForest") { SB.BuildingImg.sprite = DreamForest.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(DreamForest); SB.SetBlueprint(buildingmanager.DreamFroest); } else if (name == "LittleForest") { SB.BuildingImg.sprite = LittleForest.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(LittleForest); SB.SetBlueprint(buildingmanager.LittleFroest); } else if (name == "ChristmasTree") { SB.BuildingImg.sprite = ChristmasTree.GetComponent <SpriteRenderer>().sprite; SB.AssignBuilding(ChristmasTree); SB.SetBlueprint(buildingmanager.ChristmasTree); } SB.SetTreeType(); } StoredBuildingButtonInsed = true; } if (isFinishTutor == 0) { Tutor.gameObject.SetActive(true); if (isFinishEgg == 1) { Tutor.EggStart(); } else { Tutor.GoTutor(); } isFinishTutor = 2; } isReadyToUpdate = false; CancelInvoke(); Debug.Log("Start BM"); PMM.StartAttatchDB(); }
public bool compare(StoredBuilding b2) { return(this.buildingType == b2.buildingType && this.x == b2.x && this.y == b2.y); }
public bool compare(StoredBuilding b2) { return (this.buildingType==b2.buildingType && this.x==b2.x && this.y==b2.y); }