void Update() { if (!SceneTown.isModalShow) { if ((SceneTown.buildingSelected != null) && !UICommand.Visible) { UICommand.Show(SceneTown.buildingSelected); } else if ((SceneTown.buildingSelected == null) && UICommand.Visible) { UICommand.Hide(); } else { } } if (Visible) { for (int i = 0; i < Buttons.Count; ++i) { Buttons[i].Update(); } } }
void Update() { // use BETime to revise times float deltaTime = BETime.deltaTime; // if building is in selected state, keep color animation if (!Landed && (goCenter != null)) { float fColor = Mathf.PingPong(Time.time * 1.5f, 1) * 0.5f + 0.5f; Color clrTemp = new Color(fColor, fColor, fColor, 1); BEUtil.SetObjectColor(goCenter, clrTemp); BEUtil.SetObjectColor(goXInc, clrTemp); BEUtil.SetObjectColor(goZInc, clrTemp); } // if building can produce resources if (Landed && !InUpgrade && (def != null) && (def.eProductionType != PayType.None)) { Production += (float)def.ProductionRate * deltaTime; // check maximum capacity if ((int)Production >= def.Capacity[(int)def.eProductionType]) { Production = def.Capacity[(int)def.eProductionType]; } // is minimum resources generated, then ser collectable flagand show dialog if (((int)Production >= 10) && !uiInfo.groupCollect.gameObject.activeInHierarchy) { Collectable = true; uiInfo.CollectIcon.sprite = TBDatabase.GetPayTypeIcon(def.eProductionType); BETween.alpha(uiInfo.groupCollect.gameObject, 0.2f, 0.0f, 1.0f); uiInfo.groupCollect.gameObject.SetActive(true); uiInfo.groupInfo.gameObject.SetActive(false); } if (Collectable) { // when production count is reach to max count, then change dialog color to red uiInfo.CollectDialog.color = (Production == def.Capacity[(int)def.eProductionType]) ? Color.red : Color.white; } } // if in upgrade if (InUpgrade) { // if upgrading proceed if (!UpgradeCompleted) { // decrease left time UpgradeTimeLeft -= deltaTime; // if upgrading done if (UpgradeTimeLeft < 0.0f) { UpgradeTimeLeft = 0.0f; UpgradeCompleted = true; // if building is selected, then update command dialog if (UICommand.Visible && (SceneTown.buildingSelected == this)) { UICommand.Show(this); } } } // update ui info uiInfo.TimeLeft.text = UpgradeCompleted ? "Completed!" : BENumber.SecToString(Mathf.CeilToInt(UpgradeTimeLeft)); uiInfo.Progress.fillAmount = (UpgradeTimeTotal - UpgradeTimeLeft) / UpgradeTimeTotal; uiInfo.groupProgress.alpha = 1; uiInfo.groupProgress.gameObject.SetActive(true); } UnitGenUpdate(deltaTime); }