Esempio n. 1
0
 void updateProductionFlag()
 {
     foreach (var res in state.InputRecourcesLocal)
     {
         if (res.Value < abParams.InputRecources[res.Key])
         {
             ProductionFlag = false;
             return;
         }
     }
     if (UtilityDebug.ActivebuildingLog)
     {
         Debug.Log($"[AB_Input] {state.Building.BuildingName} разрешил производство " +
                   $"[{ Time.deltaTime}]", state.Building.gameObject);
     }
     ProductionFlag = true;
     ProductionAvaliable.Invoke();
 }
Esempio n. 2
0
 void updateProductionFlag()
 {
     foreach (var res in state.OutputRecourcesLocal)
     {
         if (res.Value + abParams.OutputRecources[res.Key] > abParams.OutputRecourceCapacity[res.Key])
         {
             ProductionFlag = false;
             if (UtilityDebug.ActivebuildingLog)
             {
                 Debug.Log($"[AB_Output] {state.Building.BuildingName} обновил production flag {ProductionFlag}" +
                           $" [{ Time.deltaTime}]", state.Building.gameObject);
             }
             return;
         }
     }
     ProductionFlag = true;
     if (UtilityDebug.ActivebuildingLog)
     {
         Debug.Log($"[AB_Output] {state.Building.BuildingName} обновил production flag {ProductionFlag}" +
                   $" [{ Time.deltaTime}]", state.Building.gameObject);
     }
     ProductionAvaliable.Invoke();
 }