public void CreateBuilding(E_BUILDING_TYPES type) { CBuilding build = new CBuilding(type); build.m_parentColony = this; m_buildingList.Add(build); }
public bool CheckResourcesToConstruct(E_BUILDING_TYPES type) { switch (type) { // Farm :: 5 metal case E_BUILDING_TYPES.E_FARM: { if (m_colonyResources.m_metalAmount - 5 <= 0) { return(false); } else { m_colonyResources.m_metalAmount -= 5; return(true); } } // Mine :: 5 food case E_BUILDING_TYPES.E_MINE: { if (m_colonyResources.m_foodAmount - 5 <= 0) { return(false); } else { m_colonyResources.m_foodAmount -= 5; return(true); } } } return(false); }
public CBuilding(E_BUILDING_TYPES buildType) { m_buildingType = buildType; }