static void Main(string[] args) { try { FightingServiceCountry FS_Bel = new FightingServiceCountry(); LandForces LF_Bel = new LandForces(5000, 100000); LF_Bel.Add(new AutomaticWeapon("AK-74", 2.1, 3.92, 700, 150000, false)); LF_Bel.Add(new AutomaticWeapon("СВД", 3.7, 7.62, 3700, 30000, true)); LF_Bel.Add(new AutomaticWeapon("AK-47", 2.7, 3.92, 700, 150000, false)); LF_Bel.Add(new CM_LandForces("БТР", 30, 70, 3)); LF_Bel.Add(new CM_LandForces("БМП", 50, 20, 3)); LF_Bel.Add(new CM_LandForces("БМО", 20, 21, 6)); FS_Bel.AddLandForces(LF_Bel); Navy NA_Bel = new Navy(2000, 10000); NA_Bel.Add(new AutomaticWeapon("АДС", 1.7, 2.92, 100, 500, false)); NA_Bel.Add(new AutomaticWeapon("AK-74", 2.1, 3.92, 700, 3000, false)); NA_Bel.Add(new Handgun("ПММ", 1, 9, 100, 5000, false)); NA_Bel.Add(new Handgun("ГРАЧ", 1.2, 9, 145, 1000, false)); // string name, double distance, double mainBore, int endurance NA_Bel.Add(new CM_Navy("Ракетный крейсер Атлант", 800, 120, 50)); NA_Bel.Add(new CM_Navy("Крейсер Атлант", 800, 170, 30)); NA_Bel.Add(new CM_Navy("Подводная лодка Сом", 1500, 15, 90)); FS_Bel.AddNavy(NA_Bel); Console.WriteLine(FS_Bel.ToString() + "\n=-=-=-=-=-= SORTED By Contingent =-=-=-=-=-=\n"); FS_Bel.SortByContingent(); Console.WriteLine(FS_Bel.ToString() + "\n=-=-=-=-=-=\n"); } catch (ArgumentException ex) { Console.WriteLine(ex.message); } }
public void showQueue(int i, GameObject g) { Navy n = GameObject.Find("Galaxy").GetComponent <CustomBuild>().players[0].getEmpire().getHomeworldPlanet().getNavy(); Planet e = GameObject.Find("Galaxy").GetComponent <CustomBuild>().players[0].getEmpire().getHomeworldPlanet(); if (e.getEmpire().emprieFleet.getUnderConstruction(i + 1, GameObject.Find("Galaxy").GetComponent <CustomBuild>().players[0].getEmpire()) > 0) { PanelName.text = "The expected construction time of a " + GameObject.Find("Galaxy").GetComponent <CustomBuild>().players[0].getEmpire().getHomeworldPlanet().fleet.getByID(i + 1).name + " is " + GameObject.Find("Galaxy").GetComponent <CustomBuild>().players[0].getEmpire().getHomeworldPlanet().fleet.getByID(i + 1).daysToBuild + " Days." + " The next " + GameObject.Find("Galaxy").GetComponent <CustomBuild>().players[0].getEmpire().getHomeworldPlanet().fleet.getByID(i + 1).name + " will be avaliable in " + e.getEmpire().emprieFleet.getUnderConstructionNext(i + 1, GameObject.Find("Galaxy").GetComponent <CustomBuild>().players[0].getEmpire()) + " Days."; } else { PanelName.text = "The expected construction time of a " + GameObject.Find("Galaxy").GetComponent <CustomBuild>().players[0].getEmpire().getHomeworldPlanet().fleet.getByID(i + 1).name + " is " + GameObject.Find("Galaxy").GetComponent <CustomBuild>().players[0].getEmpire().getHomeworldPlanet().fleet.getByID(i + 1).daysToBuild + " Days."; } Panel.transform.localPosition = g.transform.localPosition + new Vector3(-500, 150, 0); Panel.SetActive(true); }
public override bool mouseClick(Territory target, uint Button) { Unit nu; Player me = Game.GetInstance().State.CurrentPlayer; if (target.MapTerritory.isLand) { if ((target.Owner != me) || (target.OriginalOwner != me.CountryID)) return false; nu = new Army(me, target); } else { if (Game.GetInstance().GUI.Map.distanceFromClosestHomeTerritory(target, me) > 1) return false; if (!target.occupiable(me)) return false; nu = new Navy(me, target); } /* Can't use Contains since hash values are different ... search stupidly */ foreach(Unit u in unitsToBuild) { if (u.Name == nu.Name) { unitsToBuild.Remove(u); Game.GetInstance().GUI.writeToLog("Building " + nu.Name); Orig_BuildUnit cmd = new Orig_BuildUnit(nu, target, me); Game.GetInstance().State.Execute(cmd); break; // must break, because another iteration will fault } } displayUnitsLeftToBuild(); return true; }
public void purchaseIndex(int i) { Navy e = GameObject.Find("Galaxy").GetComponent <CustomBuild>().players[0].getEmpire().getHomeworldPlanet().getNavy(); GameObject.Find("Galaxy").GetComponent <CustomBuild>().players[0].getEmpire().emprieFleet.BuyShip(i + 1, GameObject.Find("Galaxy").GetComponent <CustomBuild>().players[0].getEmpire()); }
public void AddNavy(Navy navy) { fightingService.Add(navy); }