void CreateSModel(Vector3 pos) { BuildingRunner t = GameManager.current.buildingsManager.storageData.CreateInst().AddComponent <StorageRunner>(); t.transform.position = pos; GameManager.current.buildingsManager.Count++; GameManager.current.Resources.SpendCost(GameManager.current.buildingsManager.storageData.buildingCosts); GameManager.current.buildingsManager.buildings.Storages.Add(t as StorageRunner); }
void CreateCCModel(Vector3 pos) { BuildingRunner t = GameManager.current.buildingsManager.commandCenterData.CreateInst().AddComponent <CommandCenterRunner>(); t.transform.position = pos; t.transform.rotation = Quaternion.Euler(0, rot, 0); GameManager.current.buildingsManager.Count++; GameManager.current.Resources.SpendCost(GameManager.current.buildingsManager.commandCenterData.buildingCosts); GameManager.current.buildingsManager.buildings.CommandCenters.Add(t as CommandCenterRunner); }
void CreateMModel(Vector3 pos) { BuildingRunner t = GameManager.current.buildingsManager.mineData.CreateInst().AddComponent <MineRunner>(); t.transform.rotation = Quaternion.Euler(0, rot, 0); t.transform.Rotate(0, 180, 0); t.transform.position = pos; GameManager.current.buildingsManager.Count++; GameManager.current.Resources.SpendCost(GameManager.current.buildingsManager.mineData.buildingCosts); GameManager.current.buildingsManager.buildings.Mines.Add(t as MineRunner); }