public void InitializePrograms() { try { DB db = Factory.Instance.Model.Data; MinerAlgo algo = null; foreach (MinerAlgo item in db.MinerAlgos) { if (item.Name == MainCoin.Algorithm.Name) { //found the algo. check to see alredy configured miners algo = item; break; } } if (algo != null) { List <MinerProgram> programs = algo.MinerPrograms; //if (programs != null && programs.Count > 0) //{ //at least 1 program is there Hashtable progs = new Hashtable(); Hashtable scripts = new Hashtable(); foreach (MinerProgram item in programs) { progs.Add(item.ProgramType, item); } foreach (MinerScript item in MinerData.MinerScripts) { scripts.Add(item.ProgramType, item); } foreach (IMinerProgram item in MinerPrograms) { MinerProgram p = progs[item.Type] as MinerProgram; MinerScript scr = scripts[item.Type] as MinerScript; if (p != null) { item.MinerEXE = p.Exepath; item.MinerFolder = p.ExeFolder; } if (scr != null) { item.BATFILE = scr.BATfile; item.BATCopied = scr.BATCopied; item.AutomaticScriptGeneration = scr.AutomaticScriptGeneration; if (scr.MiningIntensity != 0) { item.MiningIntensity = scr.MiningIntensity; } item.LoadScript(); } } //} } } catch (Exception e) { } }
private void GenerateMiner() { GameObject newMiner = Instantiate(miner, getTopObject().transform.position, Quaternion.identity); MinerScript minerSc = newMiner.GetComponent(typeof(MinerScript)) as MinerScript; minerSc.setDirection(getBottomObject().transform.position); RoadScript roadSc = GetComponent(typeof(RoadScript)) as RoadScript; minerSc.setRoadMovingOn(roadSc); }
public void UpdateMinerUI(MinerScript MinerScript) { GoldStorage.GetComponent <MeterScript>().SetMeter(MinerScript.Gold / MinerScript.maxGold); nameText.GetComponent <Text>().text = MinerScript.minerName; for (int i = 0; i < GameObject.Find("InfoPanel").transform.childCount; i++) { GameObject.Find("InfoPanel").transform.GetChild(i).gameObject.SetActive(false); } nameText.SetActive(true); GoldStorage.SetActive(true); }
// This function takes a Unit's UnitScript, makes it selected, and deselects any other units that were selected. // If null is passed in, it will just deselect everything. // This function also populates the nameText UI element with the currently selected unit's name, and also ensures // that the namePanel UI element is only active is a unit is selected. public void SelectUnit(GameObject SelectGameobject) { // Get an array of all GameObjects that have the tag "Unit". GameObject[] units = GameObject.FindGameObjectsWithTag("Unit"); // Loop through all units and make sure they are not selected. if (units.Length > 0) { for (int i = 0; i < units.Length; i++) { UnitScript unitScript = units[i].GetComponent <UnitScript>(); unitScript.selected = false; unitScript.UpdateVisuals(); } } GameObject baseObj = GameObject.FindGameObjectWithTag("Base"); BaseScript baseScript = baseObj.GetComponent <BaseScript>(); baseScript.selected = false; baseScript.UpdateVisuals(); GameObject[] BulletFactorys = GameObject.FindGameObjectsWithTag("BulletFactory"); if (BulletFactorys.Length > 0) { for (int i = 0; i < BulletFactorys.Length; i++) { BulletFactoryScript BulletFactoryScript = BulletFactorys[i].GetComponent <BulletFactoryScript>(); BulletFactoryScript.selected = false; BulletFactoryScript.UpdateVisuals(); } } GameObject[] LaserFactorys = GameObject.FindGameObjectsWithTag("LaserFactory"); if (LaserFactorys.Length > 0) { for (int i = 0; i < LaserFactorys.Length; i++) { LaserFactoryScript LaserFactoryScript = LaserFactorys[i].GetComponent <LaserFactoryScript>(); LaserFactoryScript.selected = false; LaserFactoryScript.UpdateVisuals(); } } GameObject[] Enginers = GameObject.FindGameObjectsWithTag("Enginer"); if (Enginers.Length > 0) { for (int i = 0; i < Enginers.Length; i++) { EnginerScript EnginerScript = Enginers[i].GetComponent <EnginerScript>(); EnginerScript.selected = false; EnginerScript.UpdateVisuals(); } } GameObject[] Miners = GameObject.FindGameObjectsWithTag("Miner"); if (Miners.Length > 0) { for (int i = 0; i < Miners.Length; i++) { MinerScript MinerScript = Miners[i].GetComponent <MinerScript>(); MinerScript.selected = false; MinerScript.UpdateVisuals(); } } GameObject[] GoldMines = GameObject.FindGameObjectsWithTag("GoldMine"); if (GoldMines.Length > 0) { for (int i = 0; i < GoldMines.Length; i++) { GoldMineScript GoldMineScript = GoldMines[i].GetComponent <GoldMineScript>(); GoldMineScript.selected = false; } } if (SelectGameobject.tag == "Unit") { SelectUnitObj = SelectGameobject; selectedUnit = SelectGameobject.GetComponent <UnitScript>(); if (SelectGameobject != null) { // If there is a selected, mark it as selected, update its visuals, and update the UI elements. selectedUnit.selected = true; UpdateUI(selectedUnit); selectedUnit.UpdateVisuals(); } else { // If we get in here, it means that the toSelect parameter was null, and that means that we // should deactivate the namePanel. namePanel.SetActive(false); } } if (SelectGameobject.tag == "Base") { BaseScript BaseScript = SelectGameobject.GetComponent <BaseScript>(); if (SelectGameobject != null) { // If there is a selected, mark it as selected, update its visuals, and update the UI elements. BaseScript.selected = true; UpdateBaseUI(BaseScript); BaseScript.UpdateVisuals(); } else { // If we get in here, it means that the toSelect parameter was null, and that means that we // should deactivate the namePanel. namePanel.SetActive(false); } } if (SelectGameobject.tag == "BulletFactory") { BulletFactoryScript BulletFactoryScript = SelectGameobject.GetComponent <BulletFactoryScript>(); if (SelectGameobject != null) { // If there is a selected, mark it as selected, update its visuals, and update the UI elements. BulletFactoryScript.selected = true; UpdateBulletFactoryUI(BulletFactoryScript); BulletFactoryScript.UpdateVisuals(); } else { // If we get in here, it means that the toSelect parameter was null, and that means that we // should deactivate the namePanel. namePanel.SetActive(false); } } if (SelectGameobject.tag == "LaserFactory") { LaserFactoryScript LaserFactoryScript = SelectGameobject.GetComponent <LaserFactoryScript>(); if (SelectGameobject != null) { // If there is a selected, mark it as selected, update its visuals, and update the UI elements. LaserFactoryScript.selected = true; UpdateLaserFactoryUI(LaserFactoryScript); LaserFactoryScript.UpdateVisuals(); } else { // If we get in here, it means that the toSelect parameter was null, and that means that we // should deactivate the namePanel. namePanel.SetActive(false); } } if (SelectGameobject.tag == "Enginer") { EnginerScript EnginerScript = SelectGameobject.GetComponent <EnginerScript>(); if (SelectGameobject != null) { // If there is a selected, mark it as selected, update its visuals, and update the UI elements. EnginerScript.selected = true; UpdateEnginerUI(EnginerScript); EnginerScript.UpdateVisuals(); } else { // If we get in here, it means that the toSelect parameter was null, and that means that we // should deactivate the namePanel. namePanel.SetActive(false); } } if (SelectGameobject.tag == "Miner") { MinerScript MinerScript = SelectGameobject.GetComponent <MinerScript>(); if (SelectGameobject != null) { // If there is a selected, mark it as selected, update its visuals, and update the UI elements. MinerScript.selected = true; UpdateMinerUI(MinerScript); MinerScript.UpdateVisuals(); } else { // If we get in here, it means that the toSelect parameter was null, and that means that we // should deactivate the namePanel. namePanel.SetActive(false); } } if (SelectGameobject.tag == "GoldMine") { SelectGoldMine = SelectGameobject; GoldMineScript GoldMineScript = SelectGameobject.GetComponent <GoldMineScript>(); if (SelectGameobject != null) { // If there is a selected, mark it as selected, update its visuals, and update the UI elements. GoldMineScript.selected = true; UpdateGoldMineUI(GoldMineScript); //GoldMineScript.UpdateVisuals(); } else { // If we get in here, it means that the toSelect parameter was null, and that means that we // should deactivate the namePanel. namePanel.SetActive(false); } } }
public void SlowMiner() { _playerMiner = _miner.GetComponent <MinerScript>() as MinerScript; _playerMiner.speed = 1; StartCoroutine(speedTime()); }