Esempio n. 1
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 /// <summary>
 /// Building constructor for loading a serialized building
 /// Allows the removal of duplicate code in places where save states must be loaded
 /// </summary>
 /// <param name="pmusSavedBuilding">A serialized building.</param>
 /// <param name="pmusFactionOwner">The owning faction of the building to be loaded.</param>
 public Building(GameInfo.SavedBuilding pmusSavedBuilding, Faction pmusFactionOwner)
 {
     UpgradeLevel  = pmusSavedBuilding.UpgradeLevel;
     MapGameObject = CreateBuildingObject(pmusSavedBuilding.BuildingType, pmusFactionOwner.Type);
     BuildingType  = pmusSavedBuilding.BuildingType;
     OwningFaction = pmusFactionOwner;
     BuildingCost  = CalculateBuildingCost(pmusSavedBuilding.BuildingType);
     ObjectType    = MapObjectType.Building;
 }
Esempio n. 2
0
 /// <summary>
 /// Method to load a mine from a saved game state
 /// </summary>
 /// <param name="pmusSavedBuilding"></param>
 /// <param name="pmusOwningFaction"></param>
 public MineBuilding(GameInfo.SavedBuilding pmusSavedBuilding, Faction pmusOwningFaction)
     : base(pmusSavedBuilding, pmusOwningFaction)
 {
     Miners   = pmusSavedBuilding.Miners;
     MinerCap = (int)Mathf.Pow(mcintMaterialCost, UpgradeLevel + 1);
 }