/// <summary> /// If a building is missing some materials/resources to get built will be shown here /// </summary> /// <returns></returns> private string MaterialsIsMissing() { var pass = BuildersManager.CanGreenLight(Building.HType); if (!pass && !Building.WasGreenlit) { return("Warning: This building cannot be built now. Missing resource(s):\n" + BuildersManager.MissingResources(Building.HType)); } return(""); }
/// <summary> /// If a building is missing some materials/resources to get built will be shown here /// </summary> /// <returns></returns> private string MaterialsIsMissing() { var pass = BuildersManager.CanGreenLight(Building.HType); bool wasGreen = PersonPot.Control.BuildersManager1.WasIGreenLight(Building.MyId); if (!pass && !wasGreen) { return(Languages.ReturnString("Warning.This.Building") + BuildersManager.MissingResources(Building.HType) + PersonPot.Control.BuildersManager1.PriorityInfo(Building.MyId)); } return(""); }