public void depositResources(DepositBuilding depot) { List <Resource> resources = depot.ResourceList; foreach (Resource myRes in MyResources) { foreach (Resource otherRes in resources) { if (myRes.name == otherRes.name) { otherRes.modifyResource(myRes.value);// 1; //depot.ResourceAmount.Find(p => p[myRes.value myRes.modifyResource(-myRes.value); if (SpriteRes1 != null && myRes.name == SpriteRes1.gameObject.name) { SpriteRes1.sortingOrder = -5; } else if (SpriteRes2 != null && myRes.name == SpriteRes2.gameObject.name) { SpriteRes2.sortingOrder = -5; } else if (SpriteRes3 != null && myRes.name == SpriteRes3.gameObject.name) { SpriteRes3.sortingOrder = -5; } } } } }
public void collectResources(DepositBuilding depot) { List <Resource> resources = depot.ResourceList; foreach (Resource myRes in MyResources) { foreach (Resource otherRes in resources) { if (myRes.name == otherRes.name) { myRes.modifyResource(otherRes.value);// 1; otherRes.modifyResource(-otherRes.value); } } } }
private void OnTriggerEnter(Collider other) { if (other.GetComponent <DepositBuilding>()) { DepositBuilding building = other.GetComponent <DepositBuilding>(); if (building.isUnderAttack) { setOnAttack(building); needsInteraction = true; } else { building.ShipInteract(this); } } }
private void OnTriggerStay(Collider other) { if (other.GetComponent <DepositBuilding>()) { DepositBuilding building = other.GetComponent <DepositBuilding>(); if (building.isUnderAttack) { setOnAttack(building); } else if (needsInteraction) { needsInteraction = false; building.ShipInteract(this); } } }