Inheritance: MonoBehaviour
示例#1
0
    public IEnumerator Initialize(FarmResource re)
    {
        resource   = re;
        farmObject = resource.origin;
        // Set name and location
        name                 = resource.resourceType;
        location             = farmObject.name;
        nameDisplay.text     = name;
        locationDisplay.text = location;
        //print (resource.resourceType);
        icon.sprite = sensorDisplayManager.icons [resource.resourceType.ToLower()];
        // Create all sensing points
        foreach (FarmSensor sensor in resource.sensorsList)
        {
            foreach (FarmSensingPoint point in sensor.farmSensingPoints)
            {
                yield return(StartCoroutine("AddSensingPoint", point));
            }
        }
        transform.localScale = new Vector3(1, 1, 1);

        yield return(StartCoroutine("UpdateSize"));

        yield return(null);
    }
    public IEnumerator CreateResourceDisplayModule(FarmResource resource)
    {
        GameObject module = Instantiate (resourceDisplayModulePrefab) as GameObject;
        module.transform.SetParent(sensorBarScrollContent);

        ResourceDisplayModule script = module.GetComponent<ResourceDisplayModule>();
        script.sensorDisplayManager = this;
        yield return script.StartCoroutine("Initialize", resource);

        yield return null;
    }
示例#3
0
    public void CreateResource(string url, FarmObject origin)
    {
        GameObject   resource = Instantiate(resourcePrefab) as GameObject;
        FarmResource script   = resource.GetComponent <FarmResource> ();

        resource.transform.SetParent(transform);

        origin.resourceList.Add(script);

        script.origin = origin;
        script.StartCoroutine("Initialize", url);
    }
示例#4
0
    public IEnumerator CreateResourceDisplayModule(FarmResource resource)
    {
        GameObject module = Instantiate(resourceDisplayModulePrefab) as GameObject;

        module.transform.SetParent(sensorBarScrollContent);

        ResourceDisplayModule script = module.GetComponent <ResourceDisplayModule>();

        script.sensorDisplayManager = this;
        yield return(script.StartCoroutine("Initialize", resource));

        yield return(null);
    }
示例#5
0
    public IEnumerator CreateActuator(object[] parms)    //string URL, FarmResource resource)
    {
        string       URL      = ((string)parms [0]).Replace(System.Environment.NewLine, "");;
        FarmResource resource = (FarmResource)parms [1];
        GameObject   act      = Instantiate(actuatorPrefab) as GameObject;
        FarmActuator farmAct  = act.GetComponent <FarmActuator> ();

        act.transform.SetParent(transform);

        actuatorList.Add(farmAct);
        farmAct.myResource = resource;

        yield return(farmAct.StartCoroutine("Initialize", URL));

        yield return(null);
    }
 public static bool Load(UnityModManager.ModEntry modEntry)
 {
     logger         = modEntry.Logger;
     modEntry.OnGUI = OnGUI;
     foreach (var kv in ShopManager.ItemDictionary)
     {
         if (kv.Value is BuildingDefinition)
         {
             var storage = (kv.Value as BuildingDefinition).Storage;
             for (int i = 0; i < storage.Count; i++)
             {
                 FarmResource r = storage[i];
                 r.Amount  *= 100;
                 storage[i] = r;
             }
         }
     }
     logger.Log("仓库容量提高100倍");
     return(true);
 }
 public static void OnGUI(UnityModManager.ModEntry modEntry)
 {
     GUILayout.Label("作者:xiaoye97 群内昵称:夜空之下");
     GUILayout.Label("FarmTogether交流群:973116708");
     GUILayout.Label("第一次使用需要在农场中按下 刷新容量 按钮");
     if (GUILayout.Button("刷新容量"))
     {
         RefreshStorage();
     }
     GUILayout.Label("如果需要卸载mod,请在农场内按下 复原容量 按钮,然后关闭游戏删除此mod");
     if (!restored)
     {
         if (GUILayout.Button("复原容量"))
         {
             if (StageScript.Instance.FarmData != null)
             {
                 foreach (var kv in ShopManager.ItemDictionary)
                 {
                     if (kv.Value is BuildingDefinition)
                     {
                         var storage = (kv.Value as BuildingDefinition).Storage;
                         for (int i = 0; i < storage.Count; i++)
                         {
                             FarmResource r = storage[i];
                             r.Amount  /= 100;
                             storage[i] = r;
                         }
                     }
                 }
                 RefreshStorage();
                 restored = true;
             }
             RefreshStorage();
         }
     }
     else
     {
         GUILayout.Label("容量已复原,如需再次开启10倍容量,请重新启动游戏");
     }
 }
    public IEnumerator Initialize(FarmResource re)
    {
        resource = re;
        farmObject = resource.origin;
        // Set name and location
        name = resource.resourceType;
        location = farmObject.name;
        nameDisplay.text = name;
        locationDisplay.text = location;
        //print (resource.resourceType);
        icon.sprite = sensorDisplayManager.icons [resource.resourceType.ToLower()];
        // Create all sensing points
        foreach (FarmSensor sensor in resource.sensorsList)
        {
            foreach (FarmSensingPoint point in sensor.farmSensingPoints)
            {
                yield return StartCoroutine("AddSensingPoint", point);
            }
        }
        transform.localScale = new Vector3 (1,1,1);

        yield return StartCoroutine ("UpdateSize");

        yield return null;
    }