public int GetTotalModuleTypeRackCapacity(RackModule.ModuleType type) { List <Rack> rackList; switch (type) { case RackModule.ModuleType.HardDrive: rackList = storageRacks; break; case RackModule.ModuleType.Core: rackList = coreRacks; break; case RackModule.ModuleType.Compute: rackList = computeRacks; break; default: throw new System.ArgumentNullException("Invalid Module type"); } int capacity = 0; foreach (Rack rack in rackList) { capacity += rack.GetTotalOutput(); } return(capacity); }
public bool BuyModule(RackModule.ModuleType type) { StoreItem item = StoreData[type]; /* * if (Money < item.Price) * { * * Debug.Log("Not enough money"); * return false; * } */ if (StoreDeliveryPoint.GetComponent <IsTriggered>().Triggered()) { //TODO Inform player the Spawn is blocked PlayerAudio.clip = Error; PlayerAudio.Play(); Debug.Log("Item in way of store spawn"); return(false); } //Charge the Money Money -= item.Price; PlayerAudio.clip = Buy; PlayerAudio.Play(); //Spawn Item Instantiate(item.Prefab, StoreDeliveryPoint.transform.position, Quaternion.identity); return(true); }
private void SwitchCurrentItem(RackModule.ModuleType itemType) { currentItem = itemType; GameManager.StoreItem item = GameManager.Instance.StoreData[itemType]; ItemName.text = item.Name; ItemPrice.text = "£" + item.Price; ItemImage.texture = item.Image; }
public void SellModule(RackModule.ModuleType type) { StoreItem item = StoreData[type]; Money += item.Price; PlayerAudio.clip = Buy; PlayerAudio.Play(); Debug.Log("Item Sold"); }