void OnCancelTrainBtnClick()
        {
            int energy = mCurCamp.EnergyCostTrainSoldier;

            PlayGameFacade.RecycleEnergy(energy);
            mCurCamp.CancelTrain();
        }
 public override void Init()
 {
     base.Init();
     PlayGameFacade.RegisterObserver(GameEventType.EnemyKilled, new EnemyKilledObserverInArchievementSystem(this));
     PlayGameFacade.RegisterObserver(GameEventType.SoldierKilled, new SoldierKilledObserverInArchievementSystem(this));
     PlayGameFacade.RegisterObserver(GameEventType.NewStage, new NewStageObserverInArchievementSystem(this));
 }
        private void UpdateAliveCount()
        {
            mAliveCountVisitor.Reset();

            PlayGameFacade.RunVisitor(mAliveCountVisitor);
            mSoldierAlive.text = mAliveCountVisitor.soldierCount.ToString();
            mEnemyAlive.text   = mAliveCountVisitor.enemyCount.ToString();
        }
        public override void Update()
        {
            base.Update();
            PlayGameFacade.UpdateEnergySliderTextInfo((int)mNowEnergy, MAX_ENERFY);
            if (mNowEnergy >= MAX_ENERFY)
            {
                return;
            }

            mNowEnergy += mRecoverEnergySpeed * Time.deltaTime;

            mNowEnergy = Mathf.Min(mNowEnergy, MAX_ENERFY);
        }
        void OnTrainBtnClick()
        {
            int energy = mCurCamp.EnergyCostTrainSoldier;

            if (PlayGameFacade.TakeEnergy(energy))
            {
                mCurCamp.Train();
            }
            else
            {
                PlayGameFacade.ShowMsg("Energy is not enough !! Need Energy : " + energy);
            }
        }
        void OnWeaponUpgradeBtnClick()
        {
            int energy = mCurCamp.EnergyCostUpgradeWeapon;

            if (energy < 0)
            {
                PlayGameFacade.ShowMsg("Weapon Level is max !!");
                return;
            }

            if (PlayGameFacade.TakeEnergy(energy))
            {
                mCurCamp.UpgradeWeapon();
            }
            else
            {
                PlayGameFacade.ShowMsg("Energy is not enough !! Need Energy : " + energy);
            }

            ShowCampInfo(mCurCamp);
        }