void Start()
 {
     TheBuilderSaveLoad = FindObjectOfType <BuilderSaveLoad>();
 }
示例#2
0
    public void UpdateSlots()
    {
        TheBuilderSaveLoad = FindObjectOfType <BuilderSaveLoad>();

        //Clears out all slots
        for (int i = 0; i < LoaderSlots.Count; i++)
        {
            if (LoaderSlots[i] != null)
            {
                Destroy(LoaderSlots[i].gameObject);
            }
            if (LoaderSaveCams[i] != null)
            {
                Destroy(LoaderSaveCams[i].gameObject);
            }
            if (LoaderSaveShips[i] != null)
            {
                Destroy(LoaderSaveShips[i].gameObject);
            }
        }

        LoaderSlots.Clear();
        LoaderSaveCams.Clear();
        LoaderSaveShips.Clear();

        //Exist Check
        for (int i = 0; i < TheBuilderSaveLoad.AllSaves.Count; i++)
        {
            //Creates new slots
            //Slot
            GameObject theSlot = Instantiate(SlotPrefab, transform.position, SlotPrefab.transform.rotation) as GameObject;
            theSlot.GetComponent <RectTransform>().parent           = transform;
            theSlot.GetComponent <RectTransform>().localScale       = Vector3.one;
            theSlot.GetComponent <RectTransform>().localEulerAngles = Vector3.zero;
            theSlot.GetComponent <BuilderLoaderSlot>().FileName     = TheBuilderSaveLoad.AllSaves[i].Name;
            theSlot.GetComponent <BuilderLoaderSlot>().UpdateNameDisplay();
            LoaderSlots.Add(theSlot.GetComponent <BuilderLoaderSlot>());

            //Save cam
            GameObject theCam = Instantiate(SaveCamPrefab, SaveShipZone.transform.position, SaveCamPrefab.transform.rotation) as GameObject;
            theCam.transform.parent = SaveShipZone.transform;
            RenderTexture TheTargetTexture = new RenderTexture(256, 256, 24);
            theCam.GetComponent <Camera>().targetTexture            = TheTargetTexture;
            theSlot.GetComponent <BuilderLoaderSlot>().Slot.texture = TheTargetTexture;
            LoaderSaveCams.Add(theCam.GetComponent <Camera>());

            //Save ship
            GameObject theSaveShip = Instantiate(SaveShipPrefab, SaveShipZone.transform.position, SaveShipPrefab.transform.rotation) as GameObject;
            theSaveShip.transform.parent = SaveShipZone.transform;
            TheBuilderSaveLoad.LoadToSaveShip(TheBuilderSaveLoad.AllSaves[i].Name, theSaveShip, theSlot.GetComponent <BuilderLoaderSlot>().Cost);
            theSlot.GetComponent <BuilderLoaderSlot>().TheSaveShip = theSaveShip;
            LoaderSaveShips.Add(theSaveShip.GetComponent <BuilderSaveShipRoot>());
        }

        //Removes junk childs from save ships to prevent lag
        for (int i = 0; i < LoaderSaveShips.Count; i++)
        {
            LoaderSaveShips[i].ClearAllBlocks();
        }

        //Updates slot positions
        float CurrentSlot   = PreviousPostion.x;
        float CurrentVisual = 0;

        for (int i = 0; i < TheBuilderSaveLoad.AllSaves.Count; i++)
        {
            for (int j = 0; j < LoaderSlots.Count; j++)
            {
                if (TheBuilderSaveLoad.AllSaves[i].Name == LoaderSlots[j].FileName)
                {
                    CurrentSlot   += SlotOffset;
                    CurrentVisual += VisualOffset;
                    LoaderSaveCams[j].transform.localPosition  = new Vector3(CurrentVisual, 4, 0);
                    LoaderSaveShips[j].transform.localPosition = new Vector3(CurrentVisual, 0, 0);
                    LoaderSlots[j].GetComponent <RectTransform>().anchoredPosition = new Vector3(CurrentSlot, 1.6f, 0);
                    break;
                }
            }
        }

        TotalSlotOffset = CurrentSlot;
    }
示例#3
0
 public void RefreshLoader()
 {
     TheBuilderSaveLoad = FindObjectOfType <BuilderSaveLoad>();
     TheBuilderSaveLoad.UpdateFileCount();
     TheBuilderLoaderTracker.UpdateSlots();
 }
示例#4
0
 void Start()
 {
     TheBuilderSaveLoad = FindObjectOfType <BuilderSaveLoad>();
     TheTransform       = GetComponent <RectTransform>();
     PreviousPostion    = TheTransform.anchoredPosition3D;
 }