示例#1
0
 void Start()
 {
     MainText.text = Name;
     if (TranslationName != "")
     {
         MainText.text = TranslationSystem.GetString(TranslationName);
     }
 }
示例#2
0
    // Update is called once per frame
    public async Task Reload(ModObject v)
    {
        await ModSystemTools.LoadPartsAsync();

        target        = v;
        Titlebar.text = $"Modify {TranslationSystem.GetString("CAR_"+target.Name)}";
        PrepareCatButtons();
        PrepareTypeButtons();
        StatView.ShowValues(target);
    }
示例#3
0
    public async Task SpawnVehicle(int index)
    {
        if (preview != null)
        {
            Destroy(preview);
        }
        VCount.text = $"{index+1}/{Vehicles.Count}";
        VehicleInfo info = VTypes.FirstOrDefault(x => x.name == Vehicles[index].Type + "I");

        Handling.fillAmount = info.Handling / 100f;
        Health.fillAmount   = info.HP / 180f;
        Power.fillAmount    = info.Power / 400f;


        Name.text = TranslationSystem.GetString("CAR_" + info.name.Substring(0, info.name.Length - 1));

        var v = Vehicles[index];

        GameObject gm = new GameObject();

        gm.transform.position = new Vector3(0, 1, 0);
        preview = gm;
        var modobj = gm.AddComponent <ModObject>();
        await modobj.Create(v.Type);

        foreach (var item in v.InstalledParts)
        {
            modobj.AttachPart(item);
        }
        InitializedObject = modobj;
        //await Task.Delay(100);
        Power2.fillAmount    = modobj.GetComponentInChildren <EngineManager>().GetPower() / 400f;
        Handling2.fillAmount = modobj.GetComponentInChildren <HandlingManager>().GetHandling() / 100f;
        Health2.fillAmount   = modobj.GetComponentInChildren <HealthManager>().GetHealth() / 180f;

        foreach (var item in CallList)
        {
            try {
                item.Changed(index);
            }
            catch { }
        }
    }
示例#4
0
    protected override void OnCreate()
    {
        inputSystem     = World.GetOrCreateSystem <InputSystem>();
        selectionSystem = World.GetOrCreateSystem <SelectionSystem>();

        lockstepSystemGroup = World.GetOrCreateSystem <LockstepSystemGroup>();
        lockstepSystemGroup.AddSystemToUpdateList(World.GetOrCreateSystem <CommandExecutionSystem>());
        lockstepSystemGroup.AddSystemToUpdateList(World.GetOrCreateSystem <VolatileCommandSystem>());
        lockstepSystemGroup.AddSystemToUpdateList(World.GetOrCreateSystem <CommandableSafetySystem>());

        blockMovementSystem = World.GetOrCreateSystem <BlockMovementSystem>();

        onGroupCheckSystem = World.GetOrCreateSystem <OnGroupCheckSystem>();

        updateReachableHexListSystem = World.GetOrCreateSystem <UpdateReachableHexListSystem>();

        resourceSourceManagerSystem = World.GetOrCreateSystem <ResourceSourceManagerSystem>();
        triggerGatherSystem         = World.GetOrCreateSystem <TriggerGatherSystem>();

        dropPointSystem = World.GetOrCreateSystem <DropPointSystem>();

        triggerUpdateResBufferSystem = World.GetOrCreateSystem <TriggerUpdateResBufferSystem>();
        updateResourceBufferSystem   = World.GetOrCreateSystem <UpdateResourceBufferSystem>();


        updateOcupationMapSystem = World.GetOrCreateSystem <UpdateOcupationMapSystem>();
        updateDestinationSystem  = World.GetOrCreateSystem <UpdateDestinationSystem>();

        sightSystem = World.GetOrCreateSystem <SightSystem>();

        pathRefreshSystem     = World.GetOrCreateSystem <PathRefreshSystem>();
        pathFindingSystem     = World.GetOrCreateSystem <PathFindingSystem>();
        pathChangeIndexSystem = World.GetOrCreateSystem <PathChangeIndexSystem>();

        findPosibleTargetsSystem = World.GetOrCreateSystem <FindPosibleTargetsSystem>();
        findActionTargetSystem   = World.GetOrCreateSystem <FindActionTargetSystem>();

        findMovementTargetSystem = World.GetOrCreateSystem <FindMovementTargetSystem>();
        steeringSystem           = World.GetOrCreateSystem <SteeringSystem>();
        translationSystem        = World.GetOrCreateSystem <TranslationSystem>();
        movementFinisherSystem   = World.GetOrCreateSystem <MovementFinisherSystem>();



        collisionSystem = World.GetOrCreateSystem <CollisionSystem>();
        directionSystem = World.GetOrCreateSystem <DirectionSystem>();


        startActSystem = World.GetOrCreateSystem <StartActSystem>();
        removeReceivingActComponentsSystem = World.GetOrCreateSystem <RemoveReceivingActComponentsSystem>();
        initReceivingActComponentsSystem   = World.GetOrCreateSystem <InitReceivingActComponentsSystem>();
        attackSystem                = World.GetOrCreateSystem <AttackSystem>();
        receiveDamageSystem         = World.GetOrCreateSystem <ReceiveDamageSystem>();
        gatherSystem                = World.GetOrCreateSystem <GatherSystem>();
        extractResourceSystem       = World.GetOrCreateSystem <ExtractResourceSystem>();
        updateGathererAmmountSystem = World.GetOrCreateSystem <UpdateGathererAmmountSystem>();
        endActionSystem             = World.GetOrCreateSystem <EndActionSystem>();


        resourceSystem = World.GetOrCreateSystem <ResourceSystem>();


        deathSystem = World.GetOrCreateSystem <DeathSystem>();
        //simulationSystemGroup = World.GetOrCreateSystem<SimulationSystemGroup>();
        //simulationSystemGroup.AddSystemToUpdateList(World.GetOrCreateSystem<PathFindingSystem>());
        //simulationSystemGroup.AddSystemToUpdateList(World.GetOrCreateSystem<PathFollowSystem>());

        //lateSimulationSystemGroup = World.GetOrCreateSystem<LateSimulationSystemGroup>();

        //applicationSystemGroup = World.GetOrCreateSystem<ApplicationSystemGroup>();
    }