Exemple #1
0
 private void Update()
 {
     timer -= Time.deltaTime;
     if (timer <= 0)
     {
         player.SetResources(player.GetResources() + resoucesPerInterval);
         timer += interval;
     }
 }
Exemple #2
0
    private void Update()
    {
        _timer -= Time.deltaTime;
        if (_timer <= 0)
        {
            _player.SetResources(_player.Resources + resourcePerInterval);

            _timer += interval;
        }
    }
Exemple #3
0
    private void Update()
    {
        //Reduce Timer
        timer -= Time.deltaTime;

        if (timer <= 0) //We Set it interval Value If It Reaches 0 Then
        {
            //Increase Resources
            player.SetResources(player.GetMyResources() + resourcesPerInterval);

            //Reset Timer To Beginning interval value
            timer += interval;
        }
    }
Exemple #4
0
    private void Update()
    {
        //Subtract amount of seconds passed from interval amount.
        resourceTimer -= Time.deltaTime;

        //If below Generate resources & reset timer.
        if (resourceTimer <= 0)
        {
            //Generate resources for player
            player.SetResources(player.GetResources() + resourcePerInterval);

            //Reset to,er
            resourceTimer += interval;
        }
    }
Exemple #5
0
    private void CmdSpawnUnit()
    {
        if (queuedUnits == maxUnitQueue)
        {
            return;
        }

        RTSPlayer player = connectionToClient.identity.GetComponent <RTSPlayer>();

        if (player.GetResources() < unitPrefab.GetResourceCost())
        {
            return;
        }
        queuedUnits++;
        player.SetResources(player.GetResources() - unitPrefab.GetResourceCost());
    }
    private void CmdSpawnUnit()
    {
        //If Queue is Full Then Not Spawn Unit
        if (queuedUnits == maxUnitQueue)
        {
            return;
        }

        RTSPlayer player = connectionToClient.identity.GetComponent <RTSPlayer>();

        //If Player Resource Smaller Then Prefab Cost Then Not Spawn Unit
        if (player.GetMyResources() < unitPrefab.GetResourceCost())
        {
            return;
        }

        queuedUnits++;
        //Set Player Resources To CurrentResources - UnitCost
        player.SetResources(player.GetMyResources() - unitPrefab.GetResourceCost());
    }
Exemple #7
0
    private void Resources(int olda, int newa)
    {
        Debug.Log($"connectionToClient {connectionToClient}");
        if (queuedUnits == maxUnitQueue)
        {
            return;
        }

        //RTSPlayer player = connectionToClient.identity.GetComponent<RTSPlayer>();
        RTSPlayer player = NetworkClient.connection.identity.GetComponent <RTSPlayer>();
        Button    btn    = this.gameObject.GetComponent <Button>();

        //  if (player.GetResources() > ResourcesNeeded) { btn.interactable = true; ; }
        //Debug.Log(false);
        queuedUnits++;
        //hook interactableTrue
        if (player.GetResources() < ResourcesNeeded)
        {
            return;
        }
        player.SetResources(player.GetResources() - ResourcesNeeded);
    }