public bool OnApplyResource(int x, int y, NaturalResource _resource)
    {
        TileLogic tile = tiles[x, y].GetComponent <TileLogic>();

        if (_resource.CheckTerrain(tile))
        {
            ApplyResourceEffect(_resource, x, y);
            AkSoundEngine.PostEvent("pl_plant_add", gameObject);
            //if (_resource.typeShape == NaturalResource.shapeAction.sphere)
            //{
            //    var range = _resource.rangeAction;
            //
            //    List<Vector2> tileAlreadyInflueced = new List<Vector2>();
            //    tileAlreadyInflueced.Add(new Vector2(x, y));
            //
            //    for (int i = 0; i < range; i++)
            //    {
            //
            //    }
            //
            //}

            return(true);
        }
        else
        {
            return(false);
        }
    }
Exemple #2
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    // Update is called once per frame
    void Update()
    {
        int divididor = 15;

        if (data.recovered)
        {
            render.sprite = spriteSano;
        }


        if (data.resource == null)
        {
            switch (mode)
            {
            case VisualTileMode.ShowWater:
                render.material.color = Color.Lerp(white, humidity, ((float)data.humidity) / divididor);
                break;

            case VisualTileMode.ShowLight:
                render.material.color = Color.Lerp(white, light, ((float)data.luminosity) / divididor);
                break;

            case VisualTileMode.ShowNutrients:
                render.material.color = Color.Lerp(white, nutrients, ((float)data.nutrients) / divididor);
                break;

            case VisualTileMode.ShowAvailability:
                if (target.CheckTerrain(data))
                {
                    render.material.color = Color.Lerp(white, green, 0.3f);
                }
                else
                {
                    render.material.color = Color.Lerp(white, red, 0.3f);
                }
                break;
            }
        }
        else
        {
            render.material.color = white;
        }
    }