Пример #1
0
    /// <summary> Deletes the selected group </summary>
    public void DeleteTurretGroup()
    {
        if (selected_group == null)
        {
            return;
        }
        Turret [] turretarr = new Turret[selected_group.Count];
        selected_group.TurretArray.CopyTo(turretarr, 0);
        foreach (Turret t in turretarr)
        {
            t.Group = TurretGroup.Trashbin;
        }
        TurretButton bt = null;

        foreach (KeyValuePair <TurretButton, TurretGroup> pair in TurretGroupGraphs)
        {
            if (pair.Value == selected_group)
            {
                bt = pair.Key;
            }
        }
        if (bt != null)
        {
            TurretGroupGraphs.Remove(bt);
            Destroy(bt.gameObject);
        }
    }
Пример #2
0
    /// <summary>
    ///		This should be called, if a turretgroup should be added.
    /// </summary>
    public void AddTurretGroup(TurretGroup tg)
    {
        // Adds the group to the playerobjects main script
        player_script.turretgroup_list.Add(tg);

        int groups_num = player_script.turretgroup_list.Count;

        // Adds new buttons
        GameObject obj = Instantiate(GameObject.Find("turr_slide"));

        obj.transform.SetParent(main_canvas);
        obj.transform.position = new Vector3(Screen.width + 50, Screen.height - 75 - (groups_num * 50));
        obj.transform.SetAsFirstSibling();
        Text txt = obj.transform.GetChild(0).GetComponent <Text>();

        txt.text = tg.name;
        TurretButton button = obj.GetComponent <TurretButton>();

        TurretGroupGraphs.Add(button, tg);

        obj.GetComponent <TurretButton>().Initiate(this, (uint)groups_num - 1u, tg);

        handle_size_ratio [1] = Mathf.Min(1, ((float)Screen.height - 250f) / (50f * (float)groups_num));
    }