/*In case the player selects a node that is being upgrades, the costs of upgrading must be hidden and only the remaining
         * amount of time will be displayed*/
        public void showProgress(Steward steward)
        {
            Enabled = false;

            imgGold.Visibility      = Visibility.Collapsed;
            txtGoldCost.Visibility  = Visibility.Collapsed;
            imgStone.Visibility     = Visibility.Collapsed;
            txtStoneCost.Visibility = Visibility.Collapsed;

            txtTime.Text = steward.working.ToString();
        }
Exemple #2
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 public void addSteward(Steward steward)
 {
     AgentCounter++;
     Stewards.Add(steward);
 }
        /*The following function shows the costs necessary for an upgrade, disabled the ability to upgrade in case there
         * is not enough gold or stone and, in case the holding is being upgraded, progress will be shown instead of costs*/
        public void show(Node node, Steward steward, Player player)
        {
            imgGold.Visibility      = Visibility.Visible;
            txtGoldCost.Visibility  = Visibility.Visible;
            imgStone.Visibility     = Visibility.Visible;
            txtStoneCost.Visibility = Visibility.Visible;

            Enabled = true;

            if (steward.working != 0)
            {
                showProgress(steward);
            }
            else if (node.NodeType == enmNodeType.Metropolis)
            {
                txtGoldCost.Text  = metropolisGoldCosts[node.DefenseLevel].ToString();
                txtStoneCost.Text = metropolisStoneCosts[node.DefenseLevel].ToString();
                txtTime.Text      = metropolisTimeCosts[node.DefenseLevel].ToString();

                if (player.Gold < metropolisGoldCosts[node.DefenseLevel] || player.Stone < metropolisStoneCosts[node.DefenseLevel])
                {
                    Enabled = false;
                }
            }
            else if (node.NodeType == enmNodeType.Castle)
            {
                txtGoldCost.Text  = castleGoldCosts[node.DefenseLevel].ToString();
                txtStoneCost.Text = castleStoneCosts[node.DefenseLevel].ToString();
                txtTime.Text      = castleTimeCosts[node.DefenseLevel].ToString();

                if (player.Gold < castleGoldCosts[node.DefenseLevel] || player.Stone < castleStoneCosts[node.DefenseLevel])
                {
                    Enabled = false;
                }
            }
            else if (node.NodeType == enmNodeType.City)
            {
                txtGoldCost.Text  = cityGoldCosts[node.DefenseLevel].ToString();
                txtStoneCost.Text = cityStoneCosts[node.DefenseLevel].ToString();
                txtTime.Text      = cityTimeCosts[node.DefenseLevel].ToString();

                if (player.Gold < cityGoldCosts[node.DefenseLevel] || player.Stone < cityStoneCosts[node.DefenseLevel])
                {
                    Enabled = false;
                }
            }
            else if (node.NodeType == enmNodeType.Church)
            {
                txtGoldCost.Text  = churchGoldCosts[node.DefenseLevel].ToString();
                txtStoneCost.Text = churchStoneCosts[node.DefenseLevel].ToString();
                txtTime.Text      = churchTimeCosts[node.DefenseLevel].ToString();

                if (player.Gold < churchGoldCosts[node.DefenseLevel] || player.Stone < churchStoneCosts[node.DefenseLevel])
                {
                    Enabled = false;
                }
            }
            else if (node.NodeType == enmNodeType.Village)
            {
                txtGoldCost.Text  = villageGoldCosts[node.DefenseLevel].ToString();
                txtStoneCost.Text = villageStoneCosts[node.DefenseLevel].ToString();
                txtTime.Text      = villageTimeCosts[node.DefenseLevel].ToString();

                if (player.Gold < villageGoldCosts[node.DefenseLevel] || player.Stone < villageStoneCosts[node.DefenseLevel])
                {
                    Enabled = false;
                }
            }
        }