public override void Change_value(Status_build status_Build, Setting_Build_ressures setting) { Setting_build.Status_build = status_Build; Setting_build = setting; GetComponentInChildren <Status_build_script>().Change_value(new Status_build_script.Status_build_setting { Health = 100, Level = 1, Name_build = "build", ID_build = Setting_build.ID, Type = Type_build.Build_food }); }
public override void Change_value(Status_build status_Build, Setting_Build_ressures Setting) { Setting_build.Status_build = status_Build; Setting_build = Setting; GetComponentInChildren <Status_build_script>().Change_value(new Status_build_script.Status_build_setting { Health = Setting_build.Health, Level = Setting_build.Level, Name_build = Setting_build.Name, ID_build = Setting_build.ID, Type = Type_build.Build_storage }); }
public override void Change_value(Status_build status_Build, Setting_Build_ressures setting) { //frist value fill Setting_build.Status_build = status_Build; Setting_build = setting; //change status GetComponentInChildren <Status_build_script>().Change_value(new Status_build_script.Status_build_setting { Level = 1, Health = 100, Name_build = "build", Type = Type_build.Build_stone, ID_build = Setting_build.ID }); }
/// <summary> /// change value builds /// </summary> /// <param name="status_Build"></param> public abstract void Change_value(Status_build status_Build, Setting_Build_ressures Setting);