Ejemplo n.º 1
0
    void ApplyProduction()
    {
        for (int i = 0; i < PlayerManager.PlayerManagerInstance.ownedPlanets.Count; i++)
        {
            Planet planet = PlayerManager.PlayerManagerInstance.ownedPlanets[i];

            Debug.Log(PlayerManager.PlayerManagerInstance.ownedPlanets[i].planetName);

            Debug.Log("Current Production Is: " + planet.starBase.currentProduction);

            if (planet.starBase != null && planet.starBase.buildCue.Count != 0)
            {
                planet.starBase.currentProduction += planet.production;

                if (planet.starBase.currentProduction >= planet.starBase.buildCue[0].productionValue)
                {
                    float difference = planet.starBase.currentProduction - planet.starBase.buildCue[0].productionValue;
                    planet.starBase.currentProduction = difference;

                    fm.BuildShip(planet.starBase.buildCue[0]);
                    planet.starBase.buildCue.Remove(planet.starBase.buildCue[0]);
                    GUIManagementScript.GUIManagerInstance.RemoveButtonFromCue();
                }

                GUIManagementScript.GUIManagerInstance.UpdateShipProductionUI();
            }
        }
    }
    void ApplyProduction()
    {
        for (int i = 0; i < PlayerManager.PlayerManagerInstance.ownedPlanets.Count; i++)
        {
            Planet planet = PlayerManager.PlayerManagerInstance.ownedPlanets[i];

            if (planet.starBase != null && planet.starBase.buildCue.Count != 0)
            {
                planet.starBase.currentProduction += planet.production;

                if (planet.starBase.currentProduction >= planet.starBase.buildCue[0].productionValue)
                {
                    float difference = planet.starBase.currentProduction - planet.starBase.buildCue[0].productionValue;
                    planet.starBase.currentProduction = difference;

                    fm.BuildShip();
                    planet.starBase.buildCue.Remove(planet.starBase.buildCue[0]);
                }
            }
        }
    }