示例#1
0
 protected virtual void Off()
 {
     Debug.Log(ObjectCount);
     if (ObjectCount == 0)
     {
         PowerHolder.SetState(Color, false);
     }
 }
示例#2
0
 // Update is called once per frame
 void Update()
 {
     isOn             = PowerHolder.IsOn(Color) ? StateOnPowered : !StateOnPowered;
     collider.enabled = !isOn;
     UnityEngine.Color color = renderer.material.color;
     color.a = collider.enabled ? 1f : .5f;
     renderer.material.color = color;
 }
示例#3
0
 private void Update()
 {
     if (Powered)
     {
         PowerHolder.SetState(Color, true);
         if (!PowerHolder.IsOn(Color))
         {
             throw new System.Exception();
         }
     }
 }
示例#4
0
 protected virtual void On()
 {
     PowerHolder.SetState(Color, true);
 }
示例#5
0
 // Start is called before the first frame update
 void Start()
 {
     m_parentHolder = gameObject.GetComponentInParent <PowerHolder>();
     m_renderer     = gameObject.GetComponent <SpriteRenderer>();
 }
示例#6
0
    public void Rename()
    {
        PowerDistribution powerDistribution = PowerDistribution.AUTOCRACY;
        PowerHolder       powerHolder       = PowerHolder.RULER;

        foreach (WS_Trait trait in traits)
        {
            if (trait.Group() == TraitGroup.POWER_DISTRIBUTION)
            {
                if (trait.traitName() == "Oligarchy")
                {
                    powerDistribution = PowerDistribution.OLIGARCHY;
                }
                if (trait.traitName() == "Ruling Council")
                {
                    powerDistribution = PowerDistribution.RULING_COUNCIL;
                }
                if (trait.traitName() == "Democracy")
                {
                    powerDistribution = PowerDistribution.DEMOCRACY;
                }
            }
            else if (trait.Group() == TraitGroup.POWER_HOLDER)
            {
                if (trait.traitName() == "Nobility Holder")
                {
                    powerHolder = PowerHolder.NOBILITY;
                }
                if (trait.traitName() == "Church Holder")
                {
                    powerHolder = PowerHolder.CHURCH;
                }
                if (trait.traitName() == "People Holder")
                {
                    powerHolder = PowerHolder.PEOPLE;
                }
            }
        }

        switch (powerDistribution)
        {
        case PowerDistribution.AUTOCRACY:

            switch (powerHolder)
            {
            case PowerHolder.PEOPLE:    name = "Elective Monarchy";  break;

            case PowerHolder.CHURCH:    name = "Papacy"; break;

            case PowerHolder.NOBILITY:  name = "Electorate"; break;

            case PowerHolder.RULER:     name = "Empire"; break;
            }
            break;

        case PowerDistribution.OLIGARCHY:

            switch (powerHolder)
            {
            case PowerHolder.PEOPLE:    name = "Plutocracy";  break;

            case PowerHolder.CHURCH:    name = "Ecclesiastical State"; break;

            case PowerHolder.NOBILITY:  name = "Oligarchy"; break;

            case PowerHolder.RULER:     name = "Feudal State"; break;
            }
            break;


        case PowerDistribution.RULING_COUNCIL:

            switch (powerHolder)
            {
            case PowerHolder.PEOPLE:    name = "Democratical Assembly"; break;

            case PowerHolder.CHURCH:    name = "Theocracy"; break;

            case PowerHolder.NOBILITY:  name = "War Council"; break;

            case PowerHolder.RULER:     name = "Regent Council"; break;
            }
            break;


        case PowerDistribution.DEMOCRACY:

            switch (powerHolder)
            {
            case PowerHolder.PEOPLE:    name = "Democratic State"; break;

            case PowerHolder.CHURCH:    name = "Clergy State"; break;

            case PowerHolder.NOBILITY:  name = "Republic"; break;

            case PowerHolder.RULER:     name = "Demarchy"; break;
            }
            break;
        }

        name += " of ";
        name += WS_WordCreator.Create();
    }