public void AddBuilding(BuildingProperties buildingProperties) { Debug.Assert(IsBuildable); Building = new Building(buildingProperties); Node.AddComponent(Building); Manager.AddBuilding(); }
void UpdateUIBuildingWindow(UIElement buildingWindow) { BuildingProperties bp = UIBuildingProperties[buildingWindow]; var addBuildingButton = buildingWindow.GetChild("CreateButton") as Button; if (GameManager.GetResourceValue(bp.ResourceType) >= bp.Cost) { SetButtonEnabled(addBuildingButton); } else { SetButtonDisabled(addBuildingButton); } }
public static UIElement CreateBuildingCreationUIFromProperties(UI UI, XmlFile buildingStyleXml, BuildingProperties properties) { var buildingWindow = UI.LoadLayout(buildingStyleXml); var BuildingName = buildingWindow.GetChild("BuildingName", true) as Text; BuildingName.Value = properties.Name; var BuildingPrice = buildingWindow.GetChild("BuildingPrice", true) as Text; BuildingPrice.Value = GetNumberSuffixed(properties.Cost, "-{0:0.00}"); var BuildingReward = buildingWindow.GetChild("BuildingReward", true) as Text; BuildingReward.Value = string.Format("{0}/{1:0.0s}", GetNumberSuffixed(properties.Reward, "+{0:0.00}"), properties.TimeForReward); var BuildingType = buildingWindow.GetChild("BuildingType", true) as Text; BuildingType.Value = properties.ResourceType.ToString(); return(buildingWindow); }
public float GetReward() { return(BuildingProperties.GetRewardForLevel(Level, Neighbors)); }
public Building(BuildingProperties buildingProperties) { BuildingProperties = buildingProperties; ReceiveSceneUpdates = true; }