public void SendToConstructM(ConstructionManager.ConstructType _constructType, GameObject _constructPrefab, Dictionary <ItemData, int> _buildCost)
 {
     if (inputManager.GetInputMode() != InputManager.InputMode.BuildMode)
     {
         if (checkAvailableResources(_buildCost))
         {
             inputManager.SetInputMode(InputManager.InputMode.BuildMode);
             constructionManager.StartPreview(_constructType, _constructPrefab);
         }
     }
 }
Example #2
0
    public void Initialize(Vector2 _area, float _gridSize, GameObject _constructPrefab, Map _worldMap, ConstructionManager.ConstructType _constructType)
    {
        size = _area;
        AddToGrid();
        transform.gameObject.layer = 10;
        constructPrefab            = _constructPrefab;
        constructType     = _constructType;
        interactionRadius = ((size.x + size.y) / 2 * 1.5f) + 1.5f;

        IStructure structure = _constructPrefab.GetComponent <IStructure>(); //get maxhealth of the building and set it as the goal to reach

        maxHealth = structure.GetMaxHealth();

        SetSize(_gridSize);
        transform.gameObject.AddComponent <BoxCollider>().size   = new Vector3(size.x * _gridSize, 1.5f, size.y * _gridSize);
        transform.gameObject.GetComponent <BoxCollider>().center = new Vector3(0, 0.75f, 0);
        _worldMap.NavMeshUpdate();
    }