public void AddBuilding(RhitLocation location) { if (!Buildings.Contains(location)) { Buildings.Add(location); } }
public virtual void Init(LidServer a_server, int a_type, int a_ownerPid = 0, int a_health = 100, bool a_isNew = true) { m_isStatic = false; m_server = a_server; m_type = a_type; m_ownerPid = a_ownerPid; m_def = Buildings.GetBuildingDef(m_type); m_decayTime = m_def.decayTime * (double)((float)a_health / 100f); if (!m_def.persistent) { return; } Vector3 position = base.transform.position; float a_x = position.x * 1.00001f; Vector3 position2 = base.transform.position; float a_y = position2.z * 1.00001f; Vector3 eulerAngles = base.transform.rotation.eulerAngles; m_dbBuilding = new DatabaseBuilding(a_type, a_x, a_y, eulerAngles.y * 1.00001f, a_ownerPid, a_health); m_sql = m_server.GetSql(); if (null != m_sql) { if (a_isNew) { m_dbBuilding.flag = eDbAction.insert; m_sql.SaveBuilding(m_dbBuilding); } m_nextSqlUpdateTime = Random.Range(100f, 300f); } }
/// <summary> /// Called before each game simulation frame. Performs the dispatching for this simulation phase. /// </summary> public override void OnBeforeSimulationFrame() { uint currentFrame = SimulationManager.instance.m_currentFrameIndex; Buildings?.ProcessFrame(currentFrame); CitizenProcessor?.ProcessFrame(currentFrame); }
public async Task <IActionResult> PutBuildings(long id, Buildings buildings) { if (id != buildings.Id) { return(BadRequest()); } _context.Entry(buildings).State = EntityState.Modified; try { await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!BuildingsExists(id)) { return(NotFound()); } else { throw; } } return(NoContent()); }
public void RemoveBuilding(RhitLocation location) { if (Buildings.Contains(location)) { Buildings.Remove(location); } }
public void Add(Buildings b) { lock (this) { _buildingList.Add(b); } }
private void LoadBuildings() { this.Cursor = Cursors.WaitCursor; try { var userid = Controller.user.id; Buildings bManager = (userid == 0 ? new Buildings(false) : new Buildings(userid)); _Buildings = bManager.buildings.ToList(); _Buildings.Insert(0, new Building() { Name = " -- All Buildings --", ID = 0 }); cmbBuilding.DataSource = _Buildings; cmbBuilding.ValueMember = "ID"; cmbBuilding.DisplayMember = "Name"; if (_Buildings.Count > 0) { cmbBuilding.SelectedIndex = 0; } } finally { this.Cursor = Cursors.Default; } }
//-------------------------------------------------------------------------------------------- void Start() { seed = UnityEngine.Random.Range(0, 1000); Roads road = new Roads(); road.width = width; road.height = height; road.mean = mean; road.std_dev = std_dev; road.generateRandomPoints(); road.returnEdges(); edges = road.edges; road.placeRoads(); roads = road.roads; Buildings buildings = new Buildings(); buildings.width = width; buildings.height = height; buildings.edges = edges; buildings.c = offsetFromRoad; //intercept offset buildings.placeBuildings(); buildings.putBuildingsWithPerlinNoise(); houses = buildings.houses; scatterHouses(); removeIntersections(); }
public async Task <ActionResult <Buildings> > PostBuildings(Buildings Buildings) { _context.Buildings.Add(Buildings); await _context.SaveChangesAsync(); return(CreatedAtAction("GetBuildings", new { id = Buildings.id }, Buildings)); }
private void OnEnterState(int prevState, int newState) { mCurrentStateTime = 0.0f; eCharacterStates prevCharState = (eCharacterStates)prevState; eCharacterStates newCharState = (eCharacterStates)newState; Debug.Log("Prev State: " + prevCharState + " New State: " + newCharState); // Trigger new state switch (newCharState) { case eCharacterStates.Idle: break; case eCharacterStates.Walk: mDestinationPosition = GetRandomDestination(); break; case eCharacterStates.Work: mTargetBuilding = GetClosestWorkplace(); break; case eCharacterStates.Dead: mSoulScore = 0; OnCharacterDead?.Invoke(this); break; } }
/// <summary> /// Controlla se è possibile costruire un determinato edificio /// </summary> /// <param name = "b">L'edificio che si vuole controllare</param> /// <exception cref = "NotConnectedException">Solleva un eccezione se non si è connessi a internet</exception> /// <returns>Vero se è possibile crearlo, Falso se non è possibile</returns> public CanBuildReturnValues CanBuild(Buildings b) { BrowsePage(b.Page()); if (Document.All.Count == 0) throw new NotConnectedException(); foreach (HtmlElement element in Document.All) { if (element.GetAttribute("className") == "construction" && element.FirstChild != null && element.FirstChild.GetAttribute("className") == "pusher") return CanBuildReturnValues.InConstruction; if (element.GetAttribute("ref") == "") continue; if (int.Parse(element.GetAttribute("ref")) != (int)b) continue; string @class = element.Parent.Parent.Parent.GetAttribute("className"); switch (@class) { case "on": return CanBuildReturnValues.Yes; case "off": return CanBuildReturnValues.Unavaiable; default: return CanBuildReturnValues.NotEnoughResources; } } throw new NotConnectedException(); }
private void OnCollisionEnter2D(Collision2D other) { if (other.gameObject.CompareTag("Weapon")) { FindObjectOfType <AudioManager>().Play("Hit"); Character character = other.gameObject.GetComponent <Weapon>().character; if (character != null) { rb.AddForce(new Vector2(other.transform.right.x * -character.Stacs.Atk * 10, Vector2.up.y * 10)); enemy.Damage(character.Stacs.StrAttack, def); enemy.DisplayStats(); } else { rb.AddForce(new Vector2(other.transform.right.x * -30 * 10, Vector2.up.y * 10)); enemy.Damage(25, def); } } if (other.gameObject.CompareTag("Tramps")) { FindObjectOfType <AudioManager>().Play("Hit"); Buildings building = other.gameObject.GetComponent <Buildings>(); rb.AddForce(new Vector2(other.transform.right.x * -building.Stacs.Atk, 0)); enemy.Damage(building.Stacs.StrAttack, def); enemy.DisplayStats(); } }
public int CalculateIt(Buildings building) { var revision = ProvinceRevisionFactory.FromFarmsResourcesAndCulture((int)farmsSlider.Value, GetResources(), CultureLevel.Primitive); var calculator = AutofacServiceLocator.Container.Resolve<INeededTurnsCalculator>(); return calculator.Calculate(revision, building); }
private void Update() { if (Input.GetMouseButtonUp(1)) { int i = Random.Range(0, 3); Buildings type = Buildings.A; if (i == 0) { type = Buildings.A; } else if (i == 1) { type = Buildings.B; } else if (i == 2) { type = Buildings.C; } Build(type, Input.mousePosition); } if (Input.GetKeyUp(KeyCode.A)) { BuildSys.GetIns().GetBuildObjFromIndex("A_0").DoLevelUp(5); //Remove("A_0"); } }
public static BuildObj BuildObj(string buildIndex) { Buildings b = BuildSys.GettypeFromIndex(buildIndex); BuildObj obj = null; switch (b) { case Buildings.A: obj = new Abuilding(buildIndex); break; case Buildings.B: obj = new Bbuilding(buildIndex); break; case Buildings.C: obj = new Cbuilding(buildIndex); break; case Buildings.D: break; case Buildings.E: break; default: break; } return(obj); }
public void UpdateMap(GameData gameData) { if (PositionHasBeenSet) { Characters.Clear(); Buildings.Clear(); for (int i = 0; i < gameData.Sprites.Count(); i++) { if (gameData.Sprites[i].MiniMapTexture != null) { Vector2 miniMapPos = new Vector2(gameData.Sprites[i].Bounds.X, gameData.Sprites[i].Bounds.Y); miniMapPos = miniMapPos * Ratio; //Scale the position down to the minimap size miniMapPos += PositionUpperLeft; //Move the position to the correct location of the screen miniMapPos -= new Vector2((gameData.Sprites[i].MiniMapTexture.Width * gameData.Sprites[i].MiniMapScale) / 2, (gameData.Sprites[i].MiniMapTexture.Height * gameData.Sprites[i].MiniMapScale) / 2); //Move the position to upperleft corner. The SpriteBase holds the position of the center if (gameData.Sprites[i].IsMovable) { Characters.Add(new MinimapObject() { Texture = gameData.Sprites[i].MiniMapTexture, Color = gameData.Sprites[i].Color, Position = miniMapPos, Scale = gameData.Sprites[i].MiniMapScale, Opacity = gameData.Sprites[i].MiniMapOpacity }); } else { Buildings.Add(new MinimapObject() { Texture = gameData.Sprites[i].MiniMapTexture, Color = gameData.Sprites[i].Color, Position = miniMapPos, Scale = gameData.Sprites[i].MiniMapScale, Opacity = gameData.Sprites[i].MiniMapOpacity }); } } } } }
public async Task <IActionResult> PutBuildings(long id, Buildings Buildings) { if (id != Buildings.id) { return(BadRequest()); } _context.Entry(Buildings).State = EntityState.Modified; try { await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!BuildingsExists(id)) { return(NotFound()); } else { throw; } } var jsonPut = new JObject(); jsonPut["Update"] = "Update done to Buildings id : " + id; return(Content(jsonPut.ToString(), "application/json")); }
public void OnChildTriggerEnter2D(GameObject childNotifier, Collider2D collision) { //Debug.Log(childNotifier.name + " triggered by " + collision.name); // Check if the player hit one of the child triggers if (collision.name == "PlayerView" || collision.gameObject.CompareTag("Player")) { // if we player is standing at the house door if (childNotifier.name == home.name) { //Debug.Log("PlayerView at house door"); standingInFrontOf = Buildings.Home; UpdateActionButtonText(); } // if the player is standing at the castle door else if (childNotifier.name == castle.name) { //Debug.Log("PlayerView at castle door"); standingInFrontOf = Buildings.Castle; UpdateActionButtonText(); } // if the player is standing at the Inn door else if (childNotifier.name == inn.name) { //Debug.Log("PlayerView at inn door"); standingInFrontOf = Buildings.Inn; UpdateActionButtonText(); } } }
private Node GetObjectUnderMouse() { var currentLoc = SelectRect.Position; if (currentLoc != null) { var zoneUnder = Zones.FirstOrDefault(a => a.Position == currentLoc); var buildingUnder = Buildings.FirstOrDefault(a => a.Position == currentLoc); var roadUnder = Roads.FirstOrDefault(a => a.Position == currentLoc); if (zoneUnder != null) { return(zoneUnder as Node); } else if (buildingUnder != null) { return(buildingUnder as Node); } else if (roadUnder != null) { return(roadUnder as Node); } else { return(null); } } else { return(null); } }
public static void OnLoad() { foreach (RenderableBuilding b in Buildings.Values) { b.Dispose(); } Buildings.Clear(); foreach (RenderablePlot p in Plots.Values) { p.Dispose(); } Plots.Clear(); foreach (Plot p in Haswell.Controller.City.Grid) { if (p.Building != null) { if (p.Building is Road) { Buildings[p.Building] = new RenderableRoad((Road)p.Building); } else { Buildings[p.Building] = new RenderableBuilding(p.Building); } } Plots[p] = new RenderablePlot(p); Plots[p].Create(SceneMgr, cityNode); } GameConsole.ActiveInstance.WriteLine("Game Loaded."); GuiMgr.AddInfoPopup("Game Loaded."); }
private void LookForNewTarget() { float tartgetMaxRadius = 10f; Collider2D[] collider2DArray = Physics2D.OverlapCircleAll(transform.position, tartgetMaxRadius); foreach (Collider2D collider2d in collider2DArray) { Buildings buildings = collider2d.GetComponent <Buildings>(); if (buildings != null) { if (targetTransform == null) { targetTransform = buildings.transform; } else { if (Vector3.Distance(transform.position, buildings.transform.position) < Vector3.Distance(transform.position, transformHq.position)) { targetTransform = buildings.transform; } } } } }
public async Task DeleteAsync(SimpleUser user, Buildings buildings, CancellationToken cancellationToken = default(CancellationToken)) { if (user == null) { throw new ArgumentNullException(nameof(user)); } if (buildings == null) { throw new ArgumentNullException(nameof(buildings)); } buildings.DeleteTime = DateTime.Now; buildings.DeleteUser = user.Id; buildings.IsDeleted = true; Context.Attach(buildings); var entry = Context.Entry(buildings); entry.Property(x => x.IsDeleted).IsModified = true; entry.Property(x => x.DeleteUser).IsModified = true; entry.Property(x => x.DeleteTime).IsModified = true; try { await Context.SaveChangesAsync(cancellationToken); } catch (DbUpdateConcurrencyException) { throw; } }
public void DemolishBuilding(Tile tile) { if (tile == null || (bool)!tile?.HasBuilding) { return; } var buildingToDemolish = tile.Building; var mainTile = buildingToDemolish.Tile; var tilesToDemolish = new List <Tile>(); for (var i = 0; i < buildingToDemolish.Size; i++) { for (var j = 0; j < buildingToDemolish.Size; j++) { var tileToDemolish = Tiles[mainTile.X + i, mainTile.Y + j]; tilesToDemolish.Add(tileToDemolish); } } buildingToDemolish.Tile = null; Buildings.Remove(buildingToDemolish); tilesToDemolish.ForEach(t => t.Building = null); tilesToDemolish.ForEach(t => Graph.RecreateEdges(t)); foreach (var tileToDemolish in tilesToDemolish) { foreach (var neighbor in tileToDemolish.Neighbors) { neighbor?.Building?.OnChange(); } } OnChange(); }
/// <summary> /// Called before each game simulation frame. Performs the dispatching for this simulation phase. /// </summary> public override void OnBeforeSimulationFrame() { if ((SimulationManager.instance.m_currentFrameIndex & 0xFF) == 0) { Buildings?.StartBuildingProcessingFrame(); } }
internal void FinishConstruction() { this.IsConstructing = false; if (Builder_Village) { this.Level.BuilderVillageWorkerManager.DeallocateWorker(this); } else { this.Level.VillageWorkerManager.DeallocateWorker(this); } SetUpgradeLevel(GetUpgradeLevel() + 1); if (GetResourceProductionComponent() != null) { GetResourceProductionComponent().Reset(); } int constructionTime = GetConstructionItemData().GetConstructionTime(GetUpgradeLevel()); this.Level.Avatar.AddExperience((int)Math.Pow(constructionTime, 0.5f)); if (GetHeroBaseComponent(true) != null) { Buildings data = (Buildings)GetData(); Heroes hd = CSV.Tables.Get(Gamefile.Heroes).GetData(data.HeroType) as Heroes; Level.Avatar.SetUnitUpgradeLevel(hd, 0); Level.Avatar.SetHeroHealth(hd, 0); Level.Avatar.SetHeroState(hd, 3); } }
/// <summary> /// First initializeing Produce menu with buildings object /// </summary> void LoadProduceMenu() { entities = new Dictionary <string, Entity[]>(); produceMenuItems = new List <GameObject>(); //Get all building entities Entity[] bEntity = new Entity[buildings.Length]; group = producePanel.GetComponent <GridLayoutGroup>(); SetContentSizes(); for (int i = 0; i < buildings.Length; i++) { GameObject obj = buildings[i].gameObject; bEntity[i] = obj.GetComponent <Entity>(); GameObject go = ObjectPooler.Instance.GetPooledObject(entityItemUI.name); go.transform.SetParent(producePanel.transform); produceMenuItems.Add(go); go.SetActive(true); LoadBuilding(go, bEntity[i]); Buildings build = obj.GetComponent <Buildings>(); if (entities.ContainsKey(build._name)) { continue; } Entity[] ent = new Entity[build.products.Length]; for (int j = 0; j < build.products.Length; j++) { ent[j] = build.products[j].GetComponent <Entity>(); } entities.Add(build._name, ent); } entities.Add(strBuild, bEntity); }
/// <summary> /// Вывести статистику определенных объектов на карте /// </summary> public void WriteReport() { var ed = Doc.Editor; ed.WriteMessage($"\nОпределенно объектов инсоляции на чертеже:"); // Здания var groupsBuildings = Buildings.GroupBy(g => g.Building.IsProjectedBuilding).Select(s => { if (s.Key) { // Проектируемые return($"Проектируемые-{s.Count()}шт."); } else { // Окружающие return($"Окр.застройка-{s.Count()}шт."); } }); ed.WriteMessage($"\nЗданий: {Buildings?.Count ?? 0} шт. {string.Join(", ",groupsBuildings)}"); // Точек ed.WriteMessage($"\nРасчетных точек: {InsPoints?.Count ?? 0} шт."); // Площадок ed.WriteMessage($"\nПлощадок: {Places?.Count ?? 0} шт."); }
public static Building FindBuilding(int playerId, int buildingId) { foreach (GameObject gameObject in Object.FindObjectsOfType(typeof(GameObject)) as GameObject[]) { Building building = gameObject.GetComponent <Building>(); if ((building != null) && (building.playerId == playerId) && (building.id == buildingId)) { return(building); } } Player player = FindPlayer(playerId); if (player) { Buildings buildings = player.GetComponentInChildren <Buildings>(); foreach (Transform child in buildings.transform) { Building building = child.gameObject.GetComponent <Building>(); if ((building) && (building.id == buildingId)) { return(building); } } } return(null); }
public async Task <ActionResult <Buildings> > PostBuilding(Buildings building) { _context.Buildings.Add(building); await _context.SaveChangesAsync(); return(CreatedAtAction("GetBuilding", new { id = building.Id }, building)); }
private void addColumn(ColumnDefinition definition, Vector3 pos) { Column column = new Column(definition, pos, Data, Atlas); columnsByPosition.Add((int)pos.X + (int)pos.Z * Data.Width, column); Buildings.AddNode(column); }
///If wanted to change/add defaults, change/add inside if statements public void AddBuildingToListWithDefaultSoldiers(string name, int sizeX, int sizeY) { List <Unit> defaultUnits = new List <Unit>(); if (name == "Barracks") { defaultUnits.Add(transform.GetComponent <UnitManager>().UnitList.Find(x => x.GetName() == "Pikeman")); defaultUnits.Add(transform.GetComponent <UnitManager>().UnitList.Find(x => x.GetName() == "Archer")); } else if (name == "Cave") { defaultUnits.Add(transform.GetComponent <UnitManager>().UnitList.Find(x => x.GetName() == "H**o Erectus")); } else if (name == "Archery") { defaultUnits.Add(transform.GetComponent <UnitManager>().UnitList.Find(x => x.GetName() == "Archer")); } else if (name == "Cami") { defaultUnits.Add(transform.GetComponent <UnitManager>().UnitList.Find(x => x.GetName() == "Feto")); } else if (name == "Sanayi") { defaultUnits.Add(transform.GetComponent <UnitManager>().UnitList.Find(x => x.GetName() == "Tank")); } else if (name == "Otopark") { defaultUnits.Add(transform.GetComponent <UnitManager>().UnitList.Find(x => x.GetName() == "Mafia")); } Buildings newBuilding = new Buildings(name, sizeX, sizeY, defaultUnits); ListOfBuildings.Add(newBuilding); }
/// <summary> /// Változtatások mentése. /// </summary> private void SaveChanges() { // ellenőrzések if (String.IsNullOrEmpty(EditedBuilding.Name)) { OnMessageApplication("Az épületnév nincs megadva!"); return; } if (EditedBuilding.City == null) { OnMessageApplication("A város nincs megadva!"); return; } if (EditedBuilding.ShoreId == null) { OnMessageApplication("A tengerpart típus nincs megadva!"); return; } // mentés if (EditedBuilding.Id == 0) // ha új az épület { _model.CreateBuilding(EditedBuilding); Buildings.Add(EditedBuilding); SelectedBuilding = EditedBuilding; } else // ha már létezik az épület { _model.UpdateBuilding(EditedBuilding); } EditedBuilding = null; OnBuildingEditingFinished(); }
// Currently, the only script that inherits from Player is BattlePlayer, which is a testing script protected virtual void Awake() { capital = GetComponentInChildren <Capital> (); stratPoints = GetComponentInChildren <StrategicPoints> (); tempBuilding = GetComponentInChildren <TempBuilding> (); tempBuilding.gameObject.SetActive(false); Era = Eras.StoneAge; ResourcesDict = new Dictionary <ResourceType, float> (); ResourcesDict.Add(ResourceType.Gold, startgold); ResourcesDict.Add(ResourceType.Wood, startwood); ResourcesDict.Add(ResourceType.Unique, startunique); units = GetComponentInChildren <Units>(); buildings = GetComponentInChildren <Buildings>(); if (species != Species.Wolves) { species = PlayerManager.GetSpecies(); } GameManager.playersDick.Add(species, this); gameObject.name = species.ToString(); color = Pop_Dynamics_Model.speciesColorDick [species]; if (species == PlayerManager.playerSpecies) { GameManager.HumanPlayer = this; userInput = gameObject.AddComponent <UserInput>(); } else { gameObject.AddComponent <AI>(); } InitializeStatsDicks(); }
public static Buildings GetInstance() { if (instance == null) { instance = new Buildings(); } return instance; }
public string Repair(Buildings.BuildingsModel building) { if (Workers.Count == 0) return "Il n'y a pas d'ouvriers."; if (Owner.Owner.BuildingsList.UnionOfCrafterList.Count == 0) return "Sans syndicat, les ouvriers refusent de réparer."; if (building == null) return "Veillez choisir un bâtiment"; if (building.Hp < 1) return "Un bâtiment détruit ne peut être réparé."; ToRepair.Add(building); return "Le bâtiment a bien été ajouté à la liste des bâtiments à réparer"; }
/// <summary> /// Esegue la costruzione di un determinato edificio /// </summary> /// <param name = "b">L'edificio che si vuole costruire</param> /// <exception cref = "NotConnectedException">Solleva un eccezione se non si è connessi a internet</exception> public void Build(Buildings b) { BrowsePage(b.Page()); if (Document == null) throw new NotConnectedException(); foreach (HtmlElement element in Document.All) { if (element.GetAttribute("ref") == "") continue; if (int.Parse(element.GetAttribute("ref")) != (int)b) continue; element.Parent.FirstChild.InvokeMember("click"); element.Parent.FirstChild.RaiseEvent("onclick"); break; } }
public int Calculate(ProvinceRevision revision, Buildings building) { var triple = new BuildingTriple(revision.Power, revision.CultureLevel, building); int turnsNeeded; if (turns.TryGetValue(triple, out turnsNeeded)) { return turnsNeeded; } return 99; // TODO productionCapacity && productionCost should be removed. int capacity = productionCapacity.Calculate(revision); int cost = productionCost.Calculate(revision, building); return cost / capacity; }
public BuildingsViewModel(Buildings model) { this.CurrentlyBuilding = model.CurrentlyBuilding.ToString(); this.EndTime = model.EndTime; this.StartTime = model.StartTime; if (model.EndTime.HasValue) { var mins = model.EndTime.Value - DateTime.Now; this.MinutesLeftToBuild = mins.TotalMinutes; var totalTime = model.EndTime.Value - model.StartTime.Value; var totalSegments = totalTime.TotalMinutes / 100; var percents = 100 - (this.MinutesLeftToBuild / totalSegments); this.PercentsBuilt = percents; } }
public int Calculate(ProvinceRevision revision, Buildings target) { switch (target) { case Buildings.Soldiers: return 5; case Buildings.Fortification: return 50; case Buildings.Farm: return (revision.FarmsCount + 1) * (revision.FarmsCount + 1); case Buildings.Culture: return 60; // case Buildings.Unknown: // break; default: throw new ArgumentOutOfRangeException("target"); } }
internal Buildings GetNextBuilding(ProvinceRevision lastRevision, Buildings lastBuilt) { if (lastBuilt == Buildings.Soldiers) { if (lastRevision.FarmsCount == 1 && lastRevision.SoldiersCount == 2) { return Buildings.Soldiers; } if (lastRevision.SoldiersCount < lastRevision.FarmsCount * 2) { return Buildings.Soldiers; } return Buildings.Farm; } return lastBuilt; }
public void PlaceOrderForBuildment(Buildings type) { building = type; orderForBuildPlaced = true; }
void Awake() { buildings = Buildings.GetInstance(); buildingName = buildingNameObject.text; buildingNumber = buildingNumberObject.text; }
IEnumerator PlaceBuildmentOrder(Buildings type) { yield return new WaitForEndOfFrame(); click.PlaceOrderForBuildment(type); }
/// <summary> /// Remove empty house for empty houses list /// </summary> /// <param name="house"></param> internal void RemoveEmptyHouse(Buildings.House house) { Debug.Assert(EmptyHouseList.Contains(house), @"(village, RemoveEmptyHouse) EmptyHouseList not have this house"); EmptyHouseList.Remove(house); }
public static bool HasOrder(Buildings b) { switch (b) { case Buildings.AlchemyLabLvl1: case Buildings.AlchemyLabLvl2: case Buildings.AlchemyLabLvl3: case Buildings.BarnLvl1: case Buildings.BarnLvl2: case Buildings.BarnLvl3: case Buildings.DwarvenBunkerLvl1: case Buildings.DwarvenBunkerLvl2: case Buildings.DwarvenBunkerLvl3: case Buildings.EnchanterStudyLvl1: case Buildings.EnchanterStudyLvl2: case Buildings.EnchanterStudyLvl3: case Buildings.EngineeringWorksLvl1: case Buildings.EngineeringWorksLvl2: case Buildings.EngineeringWorksLvl3: case Buildings.GardenLvl1: case Buildings.GardenLvl2: case Buildings.GardenLvl3: case Buildings.GemBoutiqueLvl1: case Buildings.GemBoutiqueLvl2: case Buildings.GemBoutiqueLvl3: case Buildings.GladiatorSanctumLvl1: case Buildings.GladiatorSanctumLvl2: case Buildings.GladiatorSanctumLvl3: case Buildings.TailoringEmporiumLvl1: case Buildings.TailoringEmporiumLvl2: case Buildings.TailoringEmporiumLvl3: case Buildings.TheForgeLvl1: case Buildings.TheForgeLvl2: case Buildings.TheForgeLvl3: case Buildings.TheTanneryLvl1: case Buildings.TheTanneryLvl2: case Buildings.TheTanneryLvl3: case Buildings.LumberMillLvl1: case Buildings.LumberMillLvl2: case Buildings.LumberMillLvl3: case Buildings.MineLvl1: case Buildings.MineLvl2: case Buildings.MineLvl3: case Buildings.ScribeQuartersLvl1: case Buildings.ScribeQuartersLvl2: case Buildings.ScribeQuartersLvl3: case Buildings.TradingPostLvl1: case Buildings.TradingPostLvl2: case Buildings.TradingPostLvl3: // This one changes everyday... return true; case Buildings.GnomishGearworksLvl1: case Buildings.GnomishGearworksLvl2: case Buildings.GnomishGearworksLvl3: case Buildings.MageTowerLvl1: case Buildings.MageTowerLvl2: case Buildings.MageTowerLvl3: case Buildings.BarracksLvl1: case Buildings.BarracksLvl2: case Buildings.BarracksLvl3: case Buildings.SalvageYardLvl1: case Buildings.SalvageYardLvl2: case Buildings.SalvageYardLvl3: case Buildings.StablesLvl1: case Buildings.StablesLvl2: case Buildings.StablesLvl3: case Buildings.StorehouseLvl1: case Buildings.StorehouseLvl2: case Buildings.StorehouseLvl3: case Buildings.InnTavernLvl1: case Buildings.InnTavernLvl2: case Buildings.InnTavernLvl3: case Buildings.FishingShackLvl1: case Buildings.FishingShackLvl2: case Buildings.FishingShackLvl3: break; default: GarrisonButler.Warning("HasOrder hit default case with b=" + b); break; } return false; }
public void CreateBuilding(Vector3 position, Buildings type) { switch (type) { case Buildings.CommandCenter: { //Transform newBuilding = (Transform)GameObject.Instantiate(commandCenterPrefab, position, commandCenterPrefab.rotation); //newBuilding.GetComponent<MeshRenderer>().enabled = false; //newBuilding.GetComponent<ConstructionSite>().constructionSite = constructionSite; //AstarPath.active.UpdateGraphs(newBuilding.collider.bounds); Transform newContruction = (Transform)GameObject.Instantiate(constructionSite, position, Quaternion.identity); ConstructionSite cs = newContruction.GetComponent<ConstructionSite>(); cs.createdBuilding = commandCenterPrefab; cs.hitpointsMax = CommandCenter.hitpointsMax; foreach (var item in CommandCenter.cost) { Colony.colonyResources[item.Key] -= item.Value; } break; } case Buildings.Refinery: { //Transform newBuilding = (Transform)GameObject.Instantiate(refineryPrefab, position, refineryPrefab.rotation); //AstarPath.active.UpdateGraphs(newBuilding.collider.bounds); Transform newContruction = (Transform)GameObject.Instantiate(constructionSite, position, Quaternion.identity); ConstructionSite cs = newContruction.GetComponent<ConstructionSite>(); cs.createdBuilding = refineryPrefab; cs.hitpointsMax = Refinery.hitpointsMax; foreach (var item in Refinery.cost) { Colony.colonyResources[item.Key] -= item.Value; } break; } case Buildings.Mine: { //Transform newBuilding = (Transform)GameObject.Instantiate(minePrefab, position, minePrefab.rotation); //AstarPath.active.UpdateGraphs(newBuilding.collider.bounds); Transform newContruction = (Transform)GameObject.Instantiate(constructionSite, position, Quaternion.identity); ConstructionSite cs = newContruction.GetComponent<ConstructionSite>(); cs.createdBuilding = minePrefab; cs.hitpointsMax = Mine.hitpointsMax; foreach (var item in Mine.cost) { Colony.colonyResources[item.Key] -= item.Value; } break; } case Buildings.Hangar: { //Transform newBuilding = (Transform)GameObject.Instantiate(hangarPrefab, position, hangarPrefab.rotation); //AstarPath.active.UpdateGraphs(newBuilding.collider.bounds); Transform newContruction = (Transform)GameObject.Instantiate(constructionSite, position, Quaternion.identity); ConstructionSite cs = newContruction.GetComponent<ConstructionSite>(); cs.createdBuilding = hangarPrefab; cs.hitpointsMax = Hangar.hitpointsMax; foreach (var item in Hangar.cost) { Colony.colonyResources[item.Key] -= item.Value; } break; } case Buildings.UnitsFactory: { //Transform newBuilding = (Transform)GameObject.Instantiate(unitsFactoryPrefab, position, unitsFactoryPrefab.rotation); //AstarPath.active.UpdateGraphs(newBuilding.collider.bounds); Transform newContruction = (Transform)GameObject.Instantiate(constructionSite, position, Quaternion.identity); ConstructionSite cs = newContruction.GetComponent<ConstructionSite>(); cs.createdBuilding = unitsFactoryPrefab; cs.hitpointsMax = UnitsFactory.hitpointsMax; foreach (var item in UnitsFactory.cost) { Colony.colonyResources[item.Key] -= item.Value; } break; } case Buildings.PowerPlant: { //Transform newBuilding = (Transform)GameObject.Instantiate(powerPlantPrefab, position, powerPlantPrefab.rotation); //AstarPath.active.UpdateGraphs(newBuilding.collider.bounds); Transform newContruction = (Transform)GameObject.Instantiate(constructionSite, position, Quaternion.identity); ConstructionSite cs = newContruction.GetComponent<ConstructionSite>(); cs.createdBuilding = powerPlantPrefab; cs.hitpointsMax = PowerPlant.hitpointsMax; foreach (var item in PowerPlant.cost) { Colony.colonyResources[item.Key] -= item.Value; } break; } case Buildings.Silo: { //Transform newBuilding = (Transform)GameObject.Instantiate(siloPrefab, position, siloPrefab.rotation); //AstarPath.active.UpdateGraphs(newBuilding.collider.bounds); Transform newContruction = (Transform)GameObject.Instantiate(constructionSite, position, Quaternion.identity); ConstructionSite cs = newContruction.GetComponent<ConstructionSite>(); cs.createdBuilding = siloPrefab; cs.hitpointsMax = Silo.hitpointsMax; foreach (var item in Silo.cost) { Colony.colonyResources[item.Key] -= item.Value; } break; } } }
void Start() { ressourcesData = Ressources.GetInstance(); buildingsData = Buildings.GetInstance(); }
// Use this for initialization void Start() { this.buildings = this.BuildingsGO.GetComponent<Buildings> (); }
public BuildingTriple(int power, CultureLevel culture, Buildings building) { this.Power = power; this.Culture = culture; this.Building = building; }
public BuiltAndTurnsAgo(Buildings builded, int turnsAge) { Builded = builded; TurnsAge = turnsAge; }
public BuildingTriple(BuildingStruct buildingStruct) { Power = buildingStruct.Power; Culture = buildingStruct.Culture; Building = buildingStruct.Building; }
// House Methods /// <summary> /// Add new empty house in empty houses list /// </summary> /// <param name="house"></param> public void AddEmptyHouse(Buildings.House house) { // Debug.Assert(!EmptyHouseList.Contains(house), @"(village, AddEmptyHouse) This house is in EmptyHouseList"); if (!EmptyHouseList.Contains(house)) EmptyHouseList.Add(house); }