private void UpdateResources(Resources res) { coins.SetAmount(res.coins); rubies.SetAmount(res.rubies); switch (resourceType) { case ResourceType.STEAM: premiumResource.SetAmount(res.premiumSteam, res.premiumSteamMax); premiumResource.SetIcon(resourceAtlas.GetSprite("PREMIUM_STEAM")); timeBasedResource.SetGeneratedAmount(res.steam, res.steamMax, res.SteamProductionTime); timeBasedResource.SetIcon(resourceAtlas.GetSprite("STEAM")); break; case ResourceType.COGWHEELS: premiumResource.SetAmount(res.premiumCogwheels, res.premiumCogwheelsMax); premiumResource.SetIcon(resourceAtlas.GetSprite("PREMIUM_COGWHEELS")); timeBasedResource.SetGeneratedAmount(res.cogwheels, res.cogwheelsMax, res.CogwheelsProductionTime); timeBasedResource.SetIcon(resourceAtlas.GetSprite("COGWHEELS")); break; case ResourceType.TOKENS: premiumResource.SetAmount(res.premiumTokens, res.premiumTokensMax); premiumResource.SetIcon(resourceAtlas.GetSprite("PREMIUM_TOKENS")); timeBasedResource.SetGeneratedAmount(res.tokens, res.tokensMax, res.TokensProductionTime); timeBasedResource.SetIcon(resourceAtlas.GetSprite("TOKENS")); break; } }
private void UpdateResources(Resources res) { tokens.SetGeneratedAmount(res.tokens, res.tokensMax, res.TokensProductionTime); tokensPremium.SetAmount(res.premiumTokens, res.premiumTokensMax); cogwheels.SetGeneratedAmount(res.cogwheels, res.cogwheelsMax, res.CogwheelsProductionTime); cogwheelsPremium.SetAmount(res.premiumCogwheels, res.premiumCogwheelsMax); steam.SetGeneratedAmount(res.steam, res.steamMax, res.SteamProductionTime); steamPremium.SetAmount(res.premiumSteam, res.premiumSteamMax); coins.SetAmount(res.coins); rubies.SetAmount(res.rubies); }
private void UpdateResources(Resources res) { tokensPremium.SetAmount(res.premiumTokens, res.premiumTokens >= res.premiumTokensMax); cogwheelsPremium.SetAmount(res.premiumCogwheels, res.premiumCogwheels >= res.premiumCogwheelsMax); steamPremium.SetAmount(res.premiumSteam, res.premiumSteam >= res.premiumSteamMax); coins.SetAmount(res.coins); rubies.SetAmount(res.rubies); metal.SetAmount(res.metal, res.metal >= res.metalMax); iron.SetAmount(res.iron, res.iron >= res.ironMax); steel.SetAmount(res.steel, res.steel >= res.steelMax); wood.SetAmount(res.wood, res.wood >= res.woodMax); brownCoal.SetAmount(res.brownCoal, res.brownCoal >= res.brownCoalMax); blackCoal.SetAmount(res.blackCoal, res.blackCoal >= res.blackCoalMax); }