public bool addedCity(bool added, Toy added_tower) { if (added_tower.runetype != RuneType.SensibleCity) { return(have_cities); } if (added) { Peripheral.Instance.building_a_city = false; bool need_to_update_buttons = !have_cities; ListUtil.Add <int>(ref cities, added_tower.gameObject.GetInstanceID()); have_cities = true; if (need_to_update_buttons) { EagleEyes.Instance.UpdateToyButtons("blah", ToyType.Temporary, false); } } else { ListUtil.Remove <int>(ref cities, added_tower.gameObject.GetInstanceID()); bool need_to_update_buttons = have_cities; have_cities = (cities.Count > 0); if (need_to_update_buttons) { EagleEyes.Instance.UpdateToyButtons("blah", ToyType.Temporary, false); } } return(have_cities); }
public void onWishChanged(Wish w, bool added, bool visible, float delta) { //if (w.type != WishType.Sensible) return; WishDial possible = getPossibleWish(w.type); if (possible == null) { WishDial add_me = new WishDial(); add_me.type = w.type; ListUtil.Add <WishDial>(ref this.possible_wishes, add_me); possible = getPossibleWish(w.type); } if (w.type == WishType.Sensible) { // Debug.Log("On wishes added " + w.type + " ADD " + added + "\n"); int add = (int)w.Strength; // I have no idea why this is so //adjustment = previous wish count if (add - (int)possible.adjustment > 0) { possible.count += add - (int)possible.adjustment; } possible.adjustment = add; } else { int add = w.count; // Debug.Log("On wishes added " + w.type + " ADD " + add + "\n"); if (added) { possible.count += add; } } }