private void HandleNewTileInspection(Tile tile, Input.InteractionType type)
        {
            if (!(type == Input.InteractionType.Select || type == Input.InteractionType.Inspect))
            {
                return;
            }

            int actives  = 0;
            int busies   = 0;
            int building = 0;
            var units    = Military.AllUnits(tile, Game.activeUserID, unitType);

            Debug.Log(string.Format("Summing up units of type {0} for player {1} ({2})", unitType, Game.activeUserID, units.Count));

            while (units.Count > 0)
            {
                var unit = units.Dequeue();
                if (unit.underConstruction)
                {
                    building += unit.count;
                }
                else if (unit.available)
                {
                    actives += unit.count;
                }
                else
                {
                    busies += unit.count;
                }
            }

            UpdateText(actives, busies, building);
        }
Beispiel #2
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        public void Show()
        {
            totalCountAvailable = deploymentOrder.GetCount(type);;
            var units = Military.AllUnits(type);

            while (units.Count > 0)
            {
                var unit = units.Dequeue();
                totalCountAvailable += unit.available ? unit.count : 0;
            }
            if (totalCountAvailable > 0)
            {
                //UpdateCount(totalCountAvailable);
                Debug.Log("Can allocate " + totalCountAvailable);
            }
            else
            {
                Hide();
            }
        }