spaceconquest.TelescopeMenu.Update C# (CSharp) Method

Update() public method

public Update ( SolarSystem3D u ) : void
u SolarSystem3D
return void
        public void Update(SolarSystem3D u)
        {
            if (mousesystem == u) {return;}
            mousesystem = u;
            Boolean vis = false;
            foreach (Unit u1 in plyr.army) {
                SolarSystem3D u1ss = u1.hex.hexgrid;
                if (u1ss == mousesystem) { Console.WriteLine("I can see!"); vis = true; break; }

                if (mousesystem.neighbors.Contains(u1ss) && u1 is Ship && ((Ship)u1).shiptype is Telescope) { vis = true; break; }
            }
            if (vis)
            {
                int totalShips = 0;
                int totalPlanets = 0;
                int totalRoids = 0;
                int enemyShips = 0;
                int enemyPlanets = 0;
                int enemyRoids = 0;
                int myShips = 0;
                int myPlanets = 0;
                int myRoids = 0;
                foreach (Hex3D h1 in mousesystem.getHexes())
                {
                    GameObject go = h1.GetGameObject();
                    if (go != null && go is Unit)
                    {
                        Unit u1 = ((Unit)go);
                        Player p1 = u1.getAffiliation();
                        if (u1 is Asteroid)
                        {
                            totalRoids++;
                            if (p1 == null) { }
                            else if (p1 == plyr) { myRoids++; }
                            else { enemyRoids++; }
                        }
                        if (u1 is Planet)
                        {
                            totalPlanets++;
                            if (p1 == null) { }
                            else if (p1 == plyr) { myPlanets++; }
                            else { enemyPlanets++; }
                        }
                        if (u1 is Ship)
                        {
                            totalShips++;
                            if (p1 == null) { }
                            else if (p1 == plyr) { myShips++; }
                            else { enemyShips++; }
                        }
                    }
                }
                String[] spacing = new String[3];
                if (myPlanets < 10) { spacing[0] = " "; }
                else { spacing[0] = ""; }
                if (enemyPlanets < 10) { spacing[1] = " "; }
                else { spacing[1] = ""; }
                if (totalPlanets < 10) { spacing[2] = " "; }
                else { spacing[2] = ""; }
                planets.text = "Planets:       " + spacing[0] + myPlanets + "  " + spacing[1] + enemyPlanets + "    " + spacing[2] + totalPlanets;
                if (myRoids < 10) { spacing[0] = " "; }
                else { spacing[0] = ""; }
                if (enemyRoids < 10) { spacing[1] = " "; }
                else { spacing[1] = ""; }
                if (totalRoids < 10) { spacing[2] = " "; }
                else { spacing[2] = ""; }
                asteroids.text = "Asteroids:     " + spacing[0] + myRoids + "  " + spacing[1] + enemyRoids + "    " + spacing[2] + totalRoids;
                if (myShips < 10) { spacing[0] = " "; }
                else { spacing[0] = ""; }
                if (enemyShips < 10) { spacing[1] = " "; }
                else { spacing[1] = ""; }
                if (totalShips < 10) { spacing[2] = " "; }
                else { spacing[2] = ""; }
                ships.text = "Vessels:       " + spacing[0] + myShips + "  " + spacing[1] + enemyShips + "    " + spacing[2] + totalShips;

            }
            else
            {

                //               "Object:    Friend Foe Total"
                planets.text = "Planets:       ??  ??    ??";
                asteroids.text = "Asteroids:     ??  ??    ??";
                ships.text = "Vessels::      ??  ??    ??";
            }
        }