void ConquestCalcul() { if (m_GreenShipNear == 0 ^ m_OrangeShipNear == 0) { //if the island is neutral OR not neutral and no life if (((m_Colonie.m_IsNeutre) || (m_Colonie.m_IsNeutre == false)) && m_Colonie.m_ColonieLife == 0) { if (m_GreenShipNear > 0) { m_Colonie.m_IsGreen = true; m_Colonie.m_IsOrange = false; } if (m_OrangeShipNear > 0) { m_Colonie.m_IsOrange = true; m_Colonie.m_IsGreen = false; } m_Colonie.m_IsNeutre = false; m_Colonie.m_ColonieMaxLife = m_Colonie.m_ColonieFortification.m_CabaneLife; m_Colonie.m_ColonieLife = m_Colonie.m_ColonieMaxLife; m_Colonie.m_ColonieFortification.ConstructionFortificationGraphismes(); m_Colonie.ActualizeUIColonisation(); } } }
IEnumerator CConstructionTimer() { m_timerBase = m_Colonie.m_ColonieLevel * 3 + 5; m_timer = m_timerBase; m_Colonie.ActualizeUIColonisation(); while (m_timer > 0) { yield return(new WaitForSeconds(0.1f)); m_timer -= 0.1f; m_Colonie.ActualizeUIColonisation(); } m_timer = 0; m_Colonie.m_ColonieLevel++; m_Colonie.m_ColonieMaxLife = m_CabaneLife + m_Colonie.m_ColonieLevel * m_FortificationLife; m_Colonie.m_ColonieLife = m_Colonie.m_ColonieMaxLife; m_Colonie.ActualizeUIColonisation(); ConstructionFortificationGraphismes(); }