public static ImprovementObject PlaceImprovement(string name, TileObject tile, UnitObject source) { if (name == "City") { //capital doesnt exist yet, but its building a city if (!source.Nation.Capital) { name = "Capital"; } } else if (name == "Capital") { //building a capital, but we already have one if (source.Nation.Capital) { name = "City"; } } Debug.Log("Placed " + name); Improvement improvement = name; ImprovementObject improvementObject = Instantiate(improvement.prefab).GetComponent <ImprovementObject>(); improvementObject.Improvement = improvement; improvementObject.Tile = tile; improvementObject.Initialize(source); return(improvementObject); }
internal void Enter(ImprovementObject obj) { if (improvementObjects.Contains(obj)) { return; } improvementObjects.Add(obj); }
internal void Exit(ImprovementObject obj) { if (!improvementObjects.Contains(obj)) { return; } improvementObjects.Remove(obj); }
private void Awake() { canvas = GetComponentInChildren <Canvas>(); panel = canvas.GetComponentInChildren <Image>(); nameText = panel.transform.Find("Name").GetComponent <Text>(); statsText = panel.transform.Find("Stats").GetComponent <Text>(); unitObject = GetComponent <UnitObject>(); improvementObject = GetComponent <ImprovementObject>(); }
public void Initialize(Task task, ImprovementObject improvementObject) { this.improvementObject = improvementObject; this.task = task; Text = task.friendlyName; }