public void AddNewRoom(RoomType room_type, int grid_y, int grid_x) { if (IncomeManager.incomeInventoryAmount > 100) { IncomeManager.Payment(100); GameObject obj = grid_list[grid_y][grid_x]; GridObject grid = obj.GetComponent <GridObject>(); grid.type = room_type; grid.SetRoomValues(); built_rooms.Add(grid); CheckForAvaliableCharacterCreation(); playerManager.SetCharactersText(); } }
private void FinishProject(int indexProject, GameObject inProgressWindow) { projectManager._projects[indexProject].inProgress = false; foreach (var person in projectManager._projects[indexProject]._currentPeople) { _playerManager.players[person].avaliableForWork = true; } projectManager._projects[indexProject]._currentPeople.Clear(); projectManager._gridGenerator.grid_list[projectManager._projects[indexProject].assignedRoom.x][projectManager._projects[indexProject].assignedRoom.y].GetComponent <GridObject>().isAvailable = true; projectManager.FindAvailableProjects(); IncomeManager.Payment(projectManager._projects[indexProject].Income); Destroy(inProgressWindow); Destroy(gameObject); }