public static void AddToQueue(BaseRegiment regiment) { RecruitAction act = new RecruitAction(Player.curRegion.data, regiment, regiment.time); Player.curRegion.data.AddRecruit(act); instance.UpdateQueue(); }
public State() { regions = new List <Region>(); army = new List <Army>(); persons = new List <Person>(); ships = new List <Ship>(); regiments = new BaseRegiment[GameConst.MaxRegimentCount]; GameObject.Instantiate(PrefabHandler.TechnologyTree).InitializeTree(this); stateAI = new StateAI(this); stateAI.IncomeResources(new Treasury(500, 2000, 100, 100, 20)); GameTimer.AddListener(StateDecaSecondUpdate, this); }
public void Init(BaseRegiment regiment, Technology[] regTeches, Technology researchedRegiment) { BaseRegiment = regiment; Icon.sprite = regiment.Icon; Name.text = regiment.nameRegiment; for (int i = 0; i < regTeches.Length; i++) { Teches[i].Init(regTeches[i]); } if (researchedRegiment != null) { researchRegiment.Init(researchedRegiment); } researchRegiment.gameObject.SetActive(researchedRegiment != null); }
public override void Init(object reg) { BaseRegiment = (BaseRegiment)reg; gameObject.SetActive(true); icon.sprite = BaseRegiment.Icon; for (int i = 0; i < 3; i++) { ArmPips[i].sprite = SpriteHandler.GetPipsSprite(BaseRegiment.ArmorLvl((DamageType)i)); } DamPips.sprite = SpriteHandler.GetPipsSprite(BaseRegiment.damageLvl); name.text = BaseRegiment.type.ToString(); descr.text = $"Стоимость {BaseRegiment.cost.ToArmyCost()}\nСодержание {BaseRegiment.upkeep.ToArmyCost()}\nВремя {BaseRegiment.time}"; bye.onClick.RemoveAllListeners(); if (Player.PlayerCheckRegion()) { bye.onClick.AddListener(() => RecruitMenu.AddToQueue(BaseRegiment)); } CheckCost(); }
public Regiment(BaseRegiment t) { count = t.maxcount; baseRegiment = t; }
public RecruitAction(ProvinceData prov, BaseRegiment reg, float dt) : base(dt) { //type = TypeGameAction.RecruitGameAction; regiment = reg; onAction += () => prov.RecruitRegiment(this); }