Пример #1
0
 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();
 }
Пример #2
0
    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();
    }
Пример #3
0
 public bool compare(StoredBuilding b2)
 {
     return(this.buildingType == b2.buildingType && this.x == b2.x && this.y == b2.y);
 }
Пример #4
0
 public bool compare(StoredBuilding b2)
 {
     return (this.buildingType==b2.buildingType && this.x==b2.x && this.y==b2.y);
 }