void UpdateGoldCost(Dictionary <string, Resource> resources) { GoldResource gold = (GoldResource)resources[ResourceType.GOLD]; Text goldCost = GameObject.Find(UIConstants.UPGRADE_ARMY_COST) .GetComponent <Text>(); goldCost.text = ResourceFormatter.Format(gold.upgradeCost) + " " + UIConstants.ARMY_SYMBOL; }
public void UpgradeArmy(GoldResource gold) { if (gold.currentAmount >= upgradeCost) { // Deduct gold gold.currentAmount -= upgradeCost; // Update growing rate and multipliers growingRateSeconds *= upgradeMultiplier; // Update upgrade cost upgradeCost *= upgradeCostFactor; } }
public void PostConstruct() { GridSize = new Vector2(20, 20); UnitGridSize = 160.0f ; GameDataPath = "Data/Game/"; m_TickRates = new Dictionary<IResource,float>(); IResource wood = new WoodResource(); IResource food = new FoodResource(); IResource gold = new GoldResource(); IResource stone = new StoneResource(); m_TickRates.Add(wood,3); m_TickRates.Add(food, 5); m_TickRates.Add(gold, 15); m_TickRates.Add(stone, 30); }
public GameModel() { Wood = new WoodResource(); Wood.Value = 0; Food = new FoodResource(); Food.Value = 0; Stone = new StoneResource(); Stone.Value = 0; Gold = new GoldResource(); Gold.Value = 0; m_ResourceList = new List<IResource>(); m_ResourceList.Add(Wood); m_ResourceList.Add(Food); m_ResourceList.Add(Gold); m_ResourceList.Add(Stone); }
public void UpgradeGold() { GoldResource gold = (GoldResource)resources[ResourceType.GOLD]; gold.UpgradeGold((ArmyResource)resources[ResourceType.ARMY]); }