public void SleepWork(int num) { for (int i = 0; i < Constants.MINE_COUNT; i++) { if (GameController.Instance.HaveMine[i] > 0) { GameController.Instance.AddFromMine[i] += (mAddGem * (int)(GameController.Instance.TimeLag / (mTime * mTimePeriod)) * num); mElementList[i].ShowAmount(GameController.Instance.AddFromMine[i]); SleepUIElement Sleepelement = Instantiate(mSleepElementPrefab, mSleepElementArea); Sleepelement.Init(mIconArr[i], mTextInfoArr[i].Title, mTextInfoArr[i].GemName, UnitSetter.GetUnitStr((mAddGem * (int)(GameController.Instance.TimeLag / (mTime * mTimePeriod)) * num))); mSleepElementList.Add(Sleepelement); } } }
public void SleepJob(int num) { for (int i = 0; i < mInfoArr.Length; i++) { if (mCoworkerArr[i].gameObject.activeInHierarchy) { double AddAmount = mInfoArr[i].ValueCurrent; GameController.Instance.AddAmoutGem_O[i] += AddAmount * (int)((GameController.Instance.TimeLag / (mInfoArr[i].PeriodCurrent * mTimePeriod))) * num; GemSellController.Instance.RefreshGemData(); SleepUIElement Sleepelement = Instantiate(mSleepElementPrefab, mSleepElementArea); Sleepelement.Init(mIconArr[i], mTextInfoArr[i].Title, mTextInfoArr[i].GemName, UnitSetter.GetUnitStr(AddAmount * (int)((GameController.Instance.TimeLag / (mInfoArr[i].PeriodCurrent * mTimePeriod))) * num)); mSleepElementList.Add(Sleepelement); } } }