public void Upgrade() { EFeatureType upgradedFeature = EFeatureType.None; switch (featureType) { case EFeatureType.Village: upgradedFeature = EFeatureType.Town; break; case EFeatureType.Town: upgradedFeature = EFeatureType.City; break; } if (upgradedFeature != EFeatureType.None) { FeatureCosts selectedFeatureCost = homeRegion.FeatureCosts[upgradedFeature.ToString()]; if (selectedFeatureCost.VerifyCosts(homeRegion)) { FeatureType = upgradedFeature; BuildFeature(); } else { StartCoroutine(controller.FlashCursor()); } } }
public void SetUpFeature(MapRegions home, EFeatureType type, GameController controller) { Start(); homeRegion = home; FeatureType = type; this.controller = controller; BuildFeature(); }
public virtual EFeatureType get_feature_type() { EFeatureType ret = (EFeatureType)modshogunPINVOKE.Preprocessor_get_feature_type(swigCPtr); if (modshogunPINVOKE.SWIGPendingException.Pending) { throw modshogunPINVOKE.SWIGPendingException.Retrieve(); } return(ret); }
public FeatureFactory AsType(EFeatureType featureType, int featureSubType) { _feature.TypeInfo = new TypeInfo() { ApiType = EApiType.Feature, Type = (int)featureType, SubType = featureSubType }; return(this); }
public void FeatureDropdownChanged(int currentIndex) { Vector2 cursorOffset = new Vector2(250, 250); DisableAllResourceRegionRenderers(); if (currentIndex == 0 || currentIndex == 9 || currentIndex == 10) { foreach (GameObject g in features) { g.GetComponent <BoxCollider>().enabled = true; } if (currentIndex == 0) { currentCursorTexture = null; currentFeatureSelection = EFeatureType.None; cursorOffset = new Vector2(0, 0); } else if (currentIndex == 9) { currentCursorTexture = cursorContainer.TradeRouteIcon; currentFeatureSelection = EFeatureType.TradeRoute; } else if (currentIndex == 10) { currentCursorTexture = cursorContainer.AqeductIcon; currentFeatureSelection = EFeatureType.Aqueduct; } } else { foreach (GameObject g in features) { g.GetComponent <BoxCollider>().enabled = false; } if (currentIndex == 1) { currentCursorTexture = cursorContainer.QuarryIcon; currentFeatureSelection = EFeatureType.Quarry; resourceRegions["MineAndQuarry"].gameObject.GetComponent <MeshRenderer>().enabled = true; resourceRegions["MineAndQuarry"].gameObject.GetComponent <MeshRenderer>().material.color = new Color(1, 0, 0, 0.25f); } else if (currentIndex == 2) { currentCursorTexture = cursorContainer.LumberMillIcon; currentFeatureSelection = EFeatureType.LumberMill; resourceRegions["LumberMill"].gameObject.GetComponent <MeshRenderer>().enabled = true; resourceRegions["LumberMill"].gameObject.GetComponent <MeshRenderer>().material.color = new Color(1, 0, 0, 0.25f); } else if (currentIndex == 3) { currentCursorTexture = cursorContainer.MineIcon; currentFeatureSelection = EFeatureType.Mine; resourceRegions["MineAndQuarry"].gameObject.GetComponent <MeshRenderer>().enabled = true; resourceRegions["MineAndQuarry"].gameObject.GetComponent <MeshRenderer>().material.color = new Color(1, 0, 0, 0.25f); } else if (currentIndex == 4) { currentCursorTexture = cursorContainer.FieldIcon; currentFeatureSelection = EFeatureType.Field; resourceRegions["LivestockFarmAndField"].gameObject.GetComponent <MeshRenderer>().enabled = true; resourceRegions["LivestockFarmAndField"].gameObject.GetComponent <MeshRenderer>().material.color = new Color(1, 0, 0, 0.25f); } else if (currentIndex == 5) { currentCursorTexture = cursorContainer.LivestockFarmIcon; currentFeatureSelection = EFeatureType.LivestockFarm; resourceRegions["LivestockFarmAndField"].gameObject.GetComponent <MeshRenderer>().enabled = true; resourceRegions["LivestockFarmAndField"].gameObject.GetComponent <MeshRenderer>().material.color = new Color(1, 0, 0, 0.25f); } else if (currentIndex == 6) { currentCursorTexture = cursorContainer.WellIcon; currentFeatureSelection = EFeatureType.Well; resourceRegions["Well"].gameObject.GetComponent <MeshRenderer>().enabled = true; resourceRegions["Well"].gameObject.GetComponent <MeshRenderer>().material.color = new Color(1, 0, 0, 0.25f); } else if (currentIndex == 7) { currentCursorTexture = cursorContainer.VillageIcon; currentFeatureSelection = EFeatureType.Village; } else if (currentIndex == 8) { currentCursorTexture = cursorContainer.PortIcon; currentFeatureSelection = EFeatureType.Port; resourceRegions["Port"].gameObject.GetComponent <MeshRenderer>().enabled = true; resourceRegions["Port"].gameObject.GetComponent <MeshRenderer>().material.color = new Color(1, 0, 0, 0.25f); } } Cursor.SetCursor(currentCursorTexture, cursorOffset, CursorMode.Auto); }