void UpdateShipScroll(int i = 0) { if (!Initialized) { Initialize(); } // OfficerRoles r = (OfficerRoles)i; int yOff = -45; int interval = 1; foreach (GameObject g in ShipButtons) { Destroy(g); } ShipButtons.Clear(); foreach (StrategicShip d in ActiveEmpire.Ships) { GameObject g = Instantiate <GameObject> (ButtonPrefab) as GameObject; ShipButtons.Add(g); RectTransform h = g.GetComponent <RectTransform> (); ShipButtonManager manager = g.AddComponent <ShipButtonManager> (); manager.Manager = this; manager.Assign(d); h.SetParent(ShipScrollParent.transform); h.anchoredPosition3D = new Vector3(0f, yOff * interval, 0f); h.sizeDelta = new Vector2(800f, 35f); h.localScale = new Vector3(1f, 1f, 1f); interval++; } }
//Gets list of nearby ships and fleets void UpdateLocationScroll(int i = 0) { List <Fleet> Fleets = new List <Fleet>(); List <StrategicShip> Ships = new List <StrategicShip> (); if (!Initialized) { Initialize(); } int yOff = -55; int interval = 1; foreach (GameObject g in LocationButtons) { Destroy(g); } LocationButtons.Clear(); if (SelectedShip.ParentFleet != null) { GameObject g = Instantiate <GameObject> (ButtonPrefab) as GameObject; Fleets.Add(SelectedShip.ParentFleet); LocationButtons.Add(g); RectTransform h = g.GetComponent <RectTransform> (); FleetButtonManager manager = g.AddComponent <FleetButtonManager> (); manager.Manager = this; manager.Assign(SelectedShip.ParentFleet); h.SetParent(LocationsScroll.transform); h.anchoredPosition3D = new Vector3(0f, yOff * interval, 0f); h.sizeDelta = new Vector2(800f, 35f); h.localScale = new Vector3(1f, 1f, 1f); interval++; foreach (StrategicShip d in SelectedShip.ParentFleet.Ships) { Ships.Add(d); GameObject f = Instantiate <GameObject> (ButtonPrefab) as GameObject; LocationButtons.Add(f); RectTransform hk = f.GetComponent <RectTransform> (); ShipButtonManager sManager = f.AddComponent <ShipButtonManager> (); sManager.Manager = this; sManager.Assign(d); hk.SetParent(LocationsScroll.transform); hk.anchoredPosition3D = new Vector3(0f, yOff * interval, 0f); hk.sizeDelta = new Vector2(800f, 35f); hk.localScale = new Vector3(1f, 1f, 1f); interval++; } } StrategicShipyard yard = null; SelectedShip.Emp.Yards.ForEach(x => { if (x.DockedShips.Contains(SelectedShip)) { yard = x; } }); if (yard != null) { foreach (StrategicShip d in yard.DockedShips) { if (!Ships.Contains(d)) { Ships.Add(d); GameObject g = Instantiate <GameObject> (ButtonPrefab) as GameObject; LocationButtons.Add(g); RectTransform h = g.GetComponent <RectTransform> (); ShipButtonManager manager = g.AddComponent <ShipButtonManager> (); manager.Manager = this; manager.Assign(d); h.SetParent(LocationsScroll.transform); h.anchoredPosition3D = new Vector3(0f, yOff * interval, 0f); h.sizeDelta = new Vector2(800f, 35f); h.localScale = new Vector3(1f, 1f, 1f); interval++; } } foreach (Fleet d in yard.DockedFleets) { if (!Fleets.Contains(d)) { Fleets.Add(d); GameObject g = Instantiate <GameObject> (ButtonPrefab) as GameObject; LocationButtons.Add(g); RectTransform h = g.GetComponent <RectTransform> (); FleetButtonManager manager = g.AddComponent <FleetButtonManager> (); manager.Manager = this; manager.Assign(d); h.SetParent(LocationsScroll.transform); h.anchoredPosition3D = new Vector3(0f, yOff * interval, 0f); h.sizeDelta = new Vector2(800f, 35f); h.localScale = new Vector3(1f, 1f, 1f); interval++; } } } }