/// <summary> /// called by the "create new troop..." option from the demanding troop tier entry. /// should open the edit troop type panel for a new TT and then assign that new TT to the demandingEntry /// </summary> /// <param name="theDemandingEntry"></param> public void CreateNewTroopTypeForEntry(FactionTroopListEntry theDemandingEntry) { TroopType newTT = new TroopType(GameController.instance.LastRelevantTType); theDemandingEntry.SetContent(newTT); theDemandingEntry.RefreshInfoLabels(); EditTierEntry(theDemandingEntry); GameInterface.instance.editFactionPanel.isDirty = true; }
public override void Open(MercCaravan editedMC, bool isNewEntry) { //set data base.Open(editedMC, isNewEntry); caravanColorInput.colorImg.color = dataBeingEdited.caravanColor; trainedTroopType.SetContent(GameController.GetTroopTypeByID(dataBeingEdited.containedTroopType)); trainedTroopType.ReFillDropdownOptions(); isDirty = false; }
public override ListPanelEntry <TroopType> AddEntry(TroopType entryData) { GameObject newEntry = Instantiate(entryPrefab); newEntry.transform.SetParent(listContainer, false); FactionTroopListEntry entryScript = newEntry.GetComponent <FactionTroopListEntry>(); entryScript.SetContent(entryData); entryScript.ReFillDropdownOptions(); entryScript.selectEntryBtn.onClick.AddListener(() => SelectTierEntry(entryScript)); entryScript.parentDirtablePanel = GameInterface.instance.editFactionPanel; entryScript.actionOnEditTroopType = UpdateTreeTroopOptions; newEntry.transform.SetSiblingIndex(listContainer.childCount - 2); return(entryScript); }