/// <summary> /// セットアップ /// </summary> /// <param name="_name">アクションスペース名</param> /// <param name="_goods">累積品物</param> /// <param name="_amountIncreasePerTurn">ターンごとに累積する量</param> public virtual void Setup(string _name, Goods_e _goods, uint _amountIncreasePerTurn) { TeValue = transform.Find("Accumulation").Find("TeValue").GetComponent <Text>(); Setup(_name); Goods = _goods; AmountIncreasePerTurn = _amountIncreasePerTurn; Accumulation = 0; }
/// <summary> /// 品物をコストとして支払う /// </summary> /// <param name="_goods">品物の種類</param> /// <param name="_amount">個数</param> public bool PayCost(Goods_e _goods, uint _amount) { if (Goods[_goods] < _amount) { return(false); } Goods[_goods] -= _amount; return(true); }
/// <summary> /// 品物が農作物かどうか /// </summary> public static bool IsCrop(this Goods_e _goods) { switch (_goods) { case Goods_e.Grain: case Goods_e.Vegetable: return(true); default: return(false); } }
/// <summary> /// 品物が家畜かどうか /// </summary> public static bool IsAnimal(this Goods_e _goods) { switch (_goods) { case Goods_e.Sheep: case Goods_e.WildBoar: case Goods_e.Cattle: return(true); default: return(false); } }
/// <summary> /// 品物が建築資材かどうか /// </summary> public static bool IsBuildingResources(this Goods_e _goods) { switch (_goods) { case Goods_e.Wood: case Goods_e.Clay: case Goods_e.Reed: case Goods_e.Stone: return(true); default: return(false); } }
/// <summary> /// 品物を得る /// </summary> /// <param name="_goods">品物の種類</param> /// <param name="_amount">個数</param> public void Obtain(Goods_e _goods, uint _amount) => Goods[_goods] += _amount;