public int GetBuildingCap() { if (_TownCenter) { BuildableObject bo = _TownCenter.transform.GetComponent <BuildableObject>(); if (bo) { return(bo.getLevel() * 4); } } Debug.LogWarning("No TownCenter"); return(0); }
public float getGatherBonus() { BuildableObject building = GetComponent <BuildableObject>(); int level = building.getLevel(); if (level == 1) { return(_gatherBonusLvl1); } else if (level == 2) { return(_gatherBonusLvl2); } else if (level == 3) { return(_gatherBonusLvl3); } return(0); }
public void showMenu(bool cond, Vector2 loc, GameObject o, BuildableObject building) { // dont want to enable buttons if we are in override mode if (cond && _cameraController.getOverrideMode()) { return; } _active = cond; _current = o; //Tell MVC which building this is on if (cond) { MVCController.Instance.setLastClicked(o); } //Move the location up a bit? loc.y = loc.y + 30; this.transform.position = loc; // Debug.Log("The Menu loc moves to :" + loc); foreach (Button b in buttons) { b.gameObject.SetActive(cond); //Dont want to do this if were turning them off if (cond && building != null) { //When Enabling Upgrade Buttons, change the button based on the type and level of last structure clicked if (b.name == "Button_Upgrade") { UIButtonCosts buttonScript = b.GetComponent <UIButtonCosts>(); if (buttonScript != null) { BuildableObject.BuildingType type = building.getType(); int level = building.getLevel(); switch (type) { case (BuildableObject.BuildingType.House): buttonScript.ChangeButton("house", level + 1); break; case (BuildableObject.BuildingType.Farm): buttonScript.ChangeButton("farm", level + 1); break; case (BuildableObject.BuildingType.Outpost): buttonScript.ChangeButton("outpost", level + 1); break; case (BuildableObject.BuildingType.Banner): buttonScript.ChangeButton("banner", level + 1); break; case (BuildableObject.BuildingType.TownCenter): buttonScript.ChangeButton("towncenter", level + 1); break; case (BuildableObject.BuildingType.GarbageCan): buttonScript.ChangeButton("garbagecan", level + 1); break; case (BuildableObject.BuildingType.WoodPile): buttonScript.ChangeButton("woodpile", level + 1); break; case (BuildableObject.BuildingType.StonePile): buttonScript.ChangeButton("stonepile", level + 1); break; } } } //If building clicked is town hall, disable demolish button, else enable it if (b.name == "Button_Demolish") { BuildableObject.BuildingType type = building.getType(); if (type == BuildableObject.BuildingType.TownCenter || type == BuildableObject.BuildingType.GarbageCan || type == BuildableObject.BuildingType.WoodPile || type == BuildableObject.BuildingType.StonePile) { b.GetComponent <Button>().interactable = false; } else { b.GetComponent <Button>().interactable = true; } } } } }