public void Construction()
        {
            if (!isConverted)
            {
                return;
            }

            // Refactor this & validate resource spending (send array)
            foreach (var price in prices)
            {
                bool validationStatus = playerResourceSystem.ValidateResourceSpending(price.type, (int)price.value);

                if (!validationStatus)
                {
                    Debug.Log($"Not enough {price.type}!");
                    buildingSystem.Enabled = false;
                    return;
                }
            }

            buildingSystem.SetBuildingPrice(prices);

            Debug.Log($"Construction Task Notify: {taskEntity}");

            var notify = manager.CreateEntity(typeof(ConstructionTaskNotify));

            manager.AddComponentData <ConstructionTaskNotify>(notify, new ConstructionTaskNotify
            {
                task = taskEntity
            });
        }
Beispiel #2
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        private void SpendResources()
        {
            foreach (var price in prices)
            {
                bool validationStatus = playerResourceSystem.ValidateResourceSpending(price.type, (int)price.value);

                if (!validationStatus)
                {
                    return;
                }

                playerResourceSystem.SpendResource(price.type, (int)price.value);
            }
        }