// Use this for initialization void Start() { settlementInfo = GetComponentInParent <SettlementInformation> (); status = GameObject.FindGameObjectWithTag("Status"); statusController = status.GetComponent <StatusController> (); discoveredSound = GetComponent <AudioSource> (); }
//TODO: implement button to swap between gaelic + english translations //TODO: add labels and prettify ui /**A boilerplate function to assign the current clicked settlement details to each and every ui element **/ public void setTextData() { SettlementInformation allInfo = transform.root.GetComponent <SettlementInformation> (); if (allInfo == null) { return; } InfoFieldContainer fields = GameObject.FindGameObjectWithTag("God").GetComponent <InfoFieldContainer> (); fields.headnameOriginal.text = allInfo.headname; fields.slug.text = allInfo.slug; }
public void TestSettlementInformation() { using (WorkingDir wd = new WorkingDir(Utili.GetCurrentMethodAndClass())) { using (DatabaseSetup db = new DatabaseSetup(Utili.GetCurrentMethodAndClass())) { Simulator sim = new Simulator(db.ConnectionString); Settlement set = sim.Settlements[0]; BatchOptions bo = new BatchOptions(); BatchfileFromSettlement.MakeSettlementJson(set, sim, bo, wd.WorkingDirectory); SettlementInformation si = SettlementInformation.Read(wd.WorkingDirectory); Assert.NotNull(si); db.Cleanup(); } } //wd.CleanUp(); }
public override void Init() { answerGroup = GameObject.FindGameObjectWithTag("AnswerUI").GetComponent <CanvasGroup> (); questionGroup = GameObject.FindGameObjectWithTag("Question").GetComponent <CanvasGroup> (); answersLeftGroup = GameObject.FindGameObjectWithTag("AnswersLeft").GetComponent <CanvasGroup> (); infoContainer = GameObject.FindGameObjectWithTag("God").GetComponent <InfoFieldContainer> (); qc = GameObject.FindGameObjectWithTag("God").GetComponent <QuestionController> (); guessSounds = answerGroup.GetComponents <AudioSource> (); answer = qc.getAnswer().GetComponent <SettlementInformation> (); guess = qc.getCurrentGuess(); moveOn = GameObject.FindGameObjectWithTag("MoveOn").GetComponent <Text> (); guessColour = guess.GetComponentInChildren <ModifyColour> (); answerColour = answer.GetComponentInChildren <ModifyColour> (); options = GameObject.FindGameObjectWithTag("Options"); isGaelic = options != null?options.GetComponent <OptionsManager> ().getIsGaelic() : false; }
/** Turns off every marker for each settlement * TODO: refactor away this into a method called on each settlement itself?**/ public static void setMarkerVisibility(bool isVisible, string tag = "SettlementMarker") { GameObject[] settlements = GameObject.FindGameObjectsWithTag(tag); setPlayerVisibility(isVisible); foreach (GameObject settlement in settlements) { SettlementInformation settlementInfo = settlement.GetComponentInParent <SettlementInformation> (); if (isVisible) { setMarker(settlement, settlementInfo.getIsFound()); } else { setMarker(settlement, false); } } }
/// <summary> /// /// </summary> /// <param name="identifier"></param> /// <param name="payerPartyReference"></param> /// <param name="receiverPartyReference"></param> /// <param name="paymentAmount"></param> /// <param name="adjustablePaymentDate"></param> /// <param name="settlementInformation"></param> /// <param name="paymentType"></param> /// <param name="discountFactor"></param> /// <param name="presentValueAmount"></param> /// <returns></returns> public static Payment Create(string identifier, PartyReference payerPartyReference, PartyReference receiverPartyReference, NonNegativeMoney paymentAmount, AdjustableOrAdjustedDate adjustablePaymentDate, SettlementInformation settlementInformation, PaymentType paymentType, decimal discountFactor, Money presentValueAmount) { var payment = new Payment { paymentDate = adjustablePaymentDate, discountFactor = discountFactor, discountFactorSpecified = true, href = identifier, payerPartyReference = payerPartyReference, paymentAmount = paymentAmount, paymentType = paymentType, presentValueAmount = presentValueAmount, receiverPartyReference = receiverPartyReference, settlementInformation = settlementInformation }; return(payment); }
/// <summary> /// Initializes a new instance of the <see cref="PriceableFxOptionPremium"/> class. /// </summary> /// <param name="id">The identifier.</param> /// <param name="receiverPartyReference">The receiver.</param> /// <param name="payerIsBase">The flag determining if the payer is the base party.</param> /// <param name="amount">The amount.</param> /// <param name="settlementDate">The adjusted payment date.</param> /// <param name="payerPartyReference">The payer.</param> /// <param name="premiumQuote">The premium quote </param> /// <param name="settlementInformation">The settlement information. </param> /// <param name="paymentCalendar">Type paymentCalendar.</param> public PriceableFxOptionPremium ( string id , string payerPartyReference , string receiverPartyReference , bool payerIsBase , Money amount , DateTime settlementDate , PremiumQuote premiumQuote , SettlementInformation settlementInformation , IBusinessCalendar paymentCalendar) : base(id, "DiscountedCashflow", payerIsBase, amount, AdjustableOrAdjustedDateHelper.CreateAdjustedDate(settlementDate), PaymentTypeHelper.Create("Certain"), CashflowTypeHelper.Create(CashflowTypeEnum.Premium.ToString()), false, paymentCalendar) { PayerPartyReference = PartyReferenceFactory.Create(payerPartyReference); ReceiverPartyReference = PartyReferenceFactory.Create(receiverPartyReference); OrderedPartyNames.Add(PayerPartyReference.href); OrderedPartyNames.Add(ReceiverPartyReference.href); if (premiumQuote != null) { PremiumQuote = new PremiumQuote { quoteBasis = premiumQuote.quoteBasis, quoteBasisSpecified = true, value = premiumQuote.value, valueSpecified = true }; } if (settlementInformation == null) { return; } SettlementInformation = new SettlementInformation(); var item = BinarySerializerHelper.Clone(settlementInformation.Item); SettlementInformation.Item = item; }
/* Given data on a settlement, places a settlement at its position and * Does not place settlement if it's waaaay outside the map's bounds*/ void placeSettlement(SettlementData settlementData) { string x = settlementData.eastings; string y = settlementData.northings; Vector2 gridReference = new Vector2(float.Parse(x), float.Parse(y)); float rayHeight = 1000f; //height to fire ray from RaycastHit settlementPosition; Vector2 islandPoint = ConversionHelper.GridReferenceToUnityCoords(gridReference); //converting world point to an island point //fire ray directly downwards from above the given point, place settlement where it lands Vector3 rayOrigin = new Vector3(islandPoint.x, rayHeight, islandPoint.y); if (Physics.Raycast(rayOrigin, Vector3.down, out settlementPosition)) { GameObject placedSettlement = (GameObject)Instantiate(settlementPrefab, settlementPosition.point, Quaternion.identity); SettlementInformation settlementInfo = placedSettlement.GetComponent <SettlementInformation> (); settlementInfo.setSettlementInfo(settlementData); settlementModifier(placedSettlement, settlementData); } }
public void setAnswer(SettlementInformation settlement) { setStatus("Answer: " + settlement.headname, statusText.color); }
public void setDiscovered(SettlementInformation settlement, Color color) { setStatus(settlement.headname, color); }
public void addToFoundSettlements(SettlementInformation settlement) { foundSettlements.Add(settlement); }
public static void MakeSettlementJson([NotNull] Settlement settlement, [NotNull] Simulator sim, [NotNull] BatchOptions bo, [NotNull] string dstPath) { SettlementInformation si = new SettlementInformation( sim.MyGeneralConfig.CSVCharacter, settlement.Name, bo.EnergyIntensity, Assembly.GetExecutingAssembly().GetName().Version.ToString() ); foreach (SettlementHH settlementHousehold in settlement.Households) { if (settlementHousehold.CalcObject == null) { continue; } if (settlementHousehold.CalcObjectType == CalcObjectType.House) { House house = (House)settlementHousehold.CalcObject; if (house.HouseType == null) { throw new LPGException("Housetype was null"); } SettlementInformation.HouseInformation hi = new SettlementInformation.HouseInformation( settlementHousehold.Name, GetCalcObjectName(settlementHousehold.CalcObject.Name), house.HouseType.Name); si.HouseInformations.Add(hi); foreach (var entry in house.Households) { if (entry.CalcObject == null) { throw new LPGException("Calcobject was null"); } SettlementInformation.HouseholdInformation hhi = new SettlementInformation.HouseholdInformation(entry.CalcObject.Name); hi.HouseholdInformations.Add(hhi); ModularHousehold mhh = (ModularHousehold)entry.CalcObject; foreach (ModularHouseholdTag tag in mhh.ModularHouseholdTags) { hhi.Tags.Add(tag.Tag.Name); } foreach (ModularHouseholdPerson mhhperson in mhh.Persons) { Person person = mhhperson.Person; string traittag = mhhperson.TraitTag?.Name; if (traittag == null) { traittag = ""; } SettlementInformation.SettlementPersonInformation spi = new SettlementInformation.SettlementPersonInformation(person.Name, person.Age, person.Gender, traittag); hhi.Persons.Add(spi); } } } } si.WriteResultEntries(dstPath); }