/// <summary> /// Updates the image of the army and the number of units in it /// Usually called after the underlying model is updated /// </summary> private void Update() { UnitType armyRepresentative = GameUtils.GetRepresentative(_model.GetUnits()); _armyImage.material.mainTexture = SpriteCollectionManager.GetTextureByName(armyRepresentative.GetName()); _quantityField.text = _model.GetUnitsCount().ToString(); }
public void UpdateView() { if (_armyImage == null) { Debug.Log("Army view image renderer destroyed in " + _province.GetName()); return; } UnitType representative = GameUtils.GetRepresentative(_province.GetUnits()); if (representative != null) { _armyImage.material.mainTexture = SpriteCollectionManager.GetTextureByName(representative.GetName()); } else { _armyImage.material.mainTexture = SpriteCollectionManager.GetTextureByName("empty"); } _quantity = CountUnits(); if (_quantity > 0) { _quantityField.text = _quantity.ToString(); } else { _quantityField.text = ""; } }
public void SetModel(WoundCheckEvent eventData, UnitType unitType) { _model = eventData; _unitImage.material.mainTexture = SpriteCollectionManager.GetTextureByName(unitType.GetName()); _target.text = "Need to Roll:"; _roll.text = "Rolling 1d" + unitType.GetHitPoints() + ":"; _result.text = ""; _unitQuantityField.text = ""; _unitHealthField.text = ""; }
public void SetModel(UnitStack unitStack) { _model = unitStack; _model.WoundCheckMade += OnWoundCheckMade; _unitImage.material.mainTexture = SpriteCollectionManager.GetTextureByName(_model.GetUnitType().GetName()); _mouseListener.MouseClickDetected += OnStackSelected; _mouseOverListener.MouseOverDetected += OnStackInspected; _mouseOverListener.MouseExitDetected += OnStackInspectionEnd; _explosion.gameObject.SetActive(false); _healing.gameObject.SetActive(false); UpdateView(); }
public void SetModel(AttackResolutionEvent eventData) { _model = eventData; _defenderImage.material.mainTexture = SpriteCollectionManager.GetTextureByName(_model.GetTarget().GetUnitType().GetName()); _attackerImage.material.mainTexture = SpriteCollectionManager.GetTextureByName(_model.GetAttack().GetUnitType().GetName()); _attackerRoll.text = ""; _defenderRoll.text = ""; _hitOrMissMessage.text = ""; _damageRoll.text = ""; _defenderArmor.text = ""; _finalDamage.text = ""; _defenderQuantityField.text = ""; _defenderHealthField.text = ""; StartCoroutine("UpdateView"); }