//INITIALIZE THINGS FOR SWAPING FROM BUY TO BUILD STATE public void BuyToBuild(int i) { //INSTANTIATE SHADERER SCRIPT BV_BuildingShaderer shaderer = transform.GetComponent <BV_BuildingShaderer> (); shaderer.updateColor(); //INSTANTIATE CHILD SCRIPT BV_Terrain terrainScript = childTerrain.GetComponent <BV_Terrain>(); //CHANGE CHILD COLOR terrainScript.changeColor(i); terrainScript.sendRPC(i); myState = stateEnum.Build; setValues(); switch (i) { case 0: myOwner = ownerEnum.game; break; case 1: myOwner = ownerEnum.playerBlue; ownerID = 1; break; case 2: myOwner = ownerEnum.playerGreen; ownerID = 2; break; case 3: myOwner = ownerEnum.playerOrange; ownerID = 3; break; case 4: myOwner = ownerEnum.playerRed; ownerID = 4; break; case 5: myOwner = ownerEnum.playerYellow; ownerID = 5; break; } }
public void updateInfluence() { foreach (GameObject building in ownedBuilding) { BV_BuildingManager thisScript = building.GetComponent <BV_BuildingManager>(); if (state == stateEnum.influence) { print("INFLUENCE = " + thisScript.getInfluence()); if (stats_influence >= 0 && stats_influence < 50) { building.GetComponent <Renderer> ().material.color = new Color32(255, 255, 255, 255); } if (stats_influence >= 50 && stats_influence < 100) { building.GetComponent <Renderer> ().material.color = new Color32(255, 200, 255, 255); } if (stats_influence >= 100 && stats_influence < 150) { building.GetComponent <Renderer> ().material.color = new Color32(255, 150, 255, 255); } if (stats_influence >= 150 && stats_influence < 200) { building.GetComponent <Renderer> ().material.color = new Color32(255, 50, 255, 255); } if (stats_influence >= 200) { building.GetComponent <Renderer> ().material.color = new Color32(255, 0, 255, 255); } } else { building.GetComponent <Renderer> ().material.color = Color.white; BV_BuildingShaderer shaderer = building.GetComponent <BV_BuildingShaderer>(); shaderer.updateColor(); } } }