public void SystemSelected(StarSystemController system) { _systemUI = _systemHUDFactory.Create(system); if (_selectedRegiment != null && _regimentJumpable.Contains(system.StarName)) { _selectedRegiment.LocationChange(system.StarName); _regimentMovedSignal.Fire(_selectedRegiment.gameObject, system.StarName); } _selectedRegiment = null; }
public void Build(bool buildOnServer) { foreach (Faction fa in Enum.GetValues(typeof(Faction))) // For each house { if (fa == Faction.None) { continue; } TextAsset regimentAsset = Resources.Load(fa + NAME_HouseOOBSuffix) as TextAsset; if (regimentAsset == null) { Debug.Log("WARNING: No regiments found: " + fa.ToString() + NAME_HouseOOBSuffix); continue; } string[] regimentList = regimentAsset.text.Split('\n'); for (int reg = 0; reg < regimentList.Length; reg++) // Load all the regiments { try { string[] regimentLine = regimentList[reg].Split(','); string regimentName = regimentLine[0].Trim(); int regimentCount = (Convert.ToInt32(regimentLine[1])); string veterency = regimentLine[2].Trim(); string initialLocation = regimentLine[3].Trim(); string brigade = regimentLine[4].Trim(); string regimentInsignia = ""; string brigadeInsignia = ""; if (regimentLine.Length > 5) { regimentInsignia = regimentLine[5].Trim(); brigadeInsignia = regimentLine[6].Trim(); } RegimentController newRegiment = _regimentFactory.Create(); newRegiment.Setup(regimentName, regimentCount, veterency, initialLocation, brigade, regimentInsignia, brigadeInsignia); newRegiment.GetComponent <FactionController>().CurrentFaction = fa; if (buildOnServer) { NetworkServer.Spawn(newRegiment.gameObject); } } catch (FormatException ex) { Debug.LogError("Could not load regiment" + reg + " (" + ex.Message + ")"); continue; } catch (IndexOutOfRangeException ex) { if (reg != regimentList.Length - 1) // Mark keeps adding blank lines at the end { Debug.LogError("Could not load regiment" + reg + " (" + ex.Message + ")"); continue; } } } } }
public void RegimentDeselected(RegimentController regiment) { //_selectedRegiment = null; }
public void RegimentSelected(RegimentController regiment, HashSet <string> jumpable) { _selectedRegiment = regiment; _regimentJumpable = jumpable; }
void Construct(RegimentController regiment) { _regiment = regiment; }
public void DispatchRegimentMoved(RegimentController regiment, string newLocation) { _regimentMovedSignal.Fire(regiment.gameObject, newLocation); }