Exemplo n.º 1
0
void Mining::Up_People(){
	if(uch->n_people<=MAX_PEOPLENUM){
		add_labor(uch->n_people-1);
		labor[uch->n_people-1]->mine_upgrade=uch->n_upgrade;
		labor_on[uch->n_people-1]=true;
		uch->n_people++;
	}
	//레이어 만들기
}
Exemplo n.º 2
0
void CustomProfession::item_check_state_changed(QListWidgetItem *item) {
	if (item->checkState() == Qt::Checked) {
		add_labor(item->data(Qt::UserRole).toInt());
		ui->lbl_skill_count->setNum(ui->lbl_skill_count->text().toInt() + 1);
	} else {
		remove_labor(item->data(Qt::UserRole).toInt());
		ui->lbl_skill_count->setNum(ui->lbl_skill_count->text().toInt() - 1);
	}
}
Exemplo n.º 3
0
/*!
When passed in a pointer to a Dwarf, this new custom profession
will adopt whatever labors that Dwarf has enabled as its
own template. 

This is used by the "Create custom profession from this dwarf..." action.

\param[in] d The Dwarf to use as a labor template
\param[in] parent The Qt owner of this object
*/
CustomProfession::CustomProfession(Dwarf *d, QObject *parent)
	: QObject(parent)
	, ui(new Ui::CustomProfessionEditor)
	, m_dialog(0)
	, m_dwarf(d)
{
	GameDataReader *gdr = GameDataReader::ptr();	
	QList<Labor*> labors = gdr->get_ordered_labors();
	
	foreach(Labor *l, labors) {
		if (m_dwarf && m_dwarf->labor_enabled(l->labor_id))
			add_labor(l->labor_id);
	}
}
Exemplo n.º 4
0
bool Mining::init()
{
    if ( !Layer::init() )
    {
        return false;
    }
	
	int i;

	Savingmanager=new Defaultmanager();

	Background_create();

	Scroll_create();

	B_manager=new BottomManager();
	///////////////////////////////////////////////////////
	if(!DEVELOPER){
		B_manager->Setting();
		B_manager->AddSprite(Mine);
	}else{
		B_manager->DeveloperSetting();
		B_manager->DeveloperAddSprite(Mine);
	}
	Menu_create();

	Label_create();

	#pragma region Touch
	listener = EventListenerTouchOneByOne::create();
	listener->onTouchBegan = CC_CALLBACK_2(Mining::onTouchBegan, this);
	listener->onTouchEnded = CC_CALLBACK_2(Mining::onTouchEnded, this);
	Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(listener, 1);
	this->schedule(schedule_selector(Mining::user_time), 0.1);
	this->schedule(schedule_selector(Mining::labor_texture), 0.5);
	this->scheduleUpdate();
#pragma endregion

	#pragma region Saver
	
	Savingmanager->AddSaver("a_mines",&(m_user->mines));
	Savingmanager->AddSaver("User_power",&(uch->n_power));
	Savingmanager->AddSaver("User_lucky",&(uch->n_lucky));
	Savingmanager->AddSaver("MineUpgrade",&uch->n_upgrade);
	Savingmanager->AddSaver("Labornum",&uch->n_people);
	Savingmanager->AddSaver("LaborPower",&n_power);

	///////////////////////////////////////////////////////////////

	for(int i=1;i< uch->n_people;i++){
		labor_on[i-1]=true;
		add_labor(i-1);
	}

#pragma endregion

	m_user->Getminelabel(minenumber);

	this->setKeypadEnabled( true );

    return true;

}