public ICollection <UpgradeModel> BuildingPage(Towns Town) { VindorelDbContext _context = new VindorelDbContext(); ICollection <UpgradeModel> Upgrades = new List <UpgradeModel>(); Buildings = _context.Buildings.LastOrDefault(x => x.TownID == Town.TownId); Settings = _context.UserGameSettings.LastOrDefault(x => x.UserId == Town.UserId); Populations = _context.Population.LastOrDefault(x => x.TownId == Town.TownId); this.Upgrades = Upgrades; this.Upgrades.Add(UpgradeTownCenter(Buildings.TownCenter)); this.Upgrades.Add(UpgradeCityWall(Buildings.CityWall)); this.Upgrades.Add(UpgradeTechnologyCamp(Buildings.TechnologyCamp)); this.Upgrades.Add(UpgradeTradeHouse(Buildings.TradeHouse)); this.Upgrades.Add(UpgradeWareHouse(Buildings.Warehouse)); this.Upgrades.Add(UpgradeTemple(Buildings.Temple)); this.Upgrades.Add(UpgradeBarracks(Buildings.Barracks)); this.Upgrades.Add(UpgradeFarm(Buildings.Farm)); this.Upgrades.Add(UpgradeMeatCamp(Buildings.MeatCamp)); this.Upgrades.Add(UpgradeMine(Buildings.Mine)); this.Upgrades.Add(UpgradeWoodCutterHut(Buildings.WoodCutterHut)); this.Upgrades.Add(UpgradeTaxHouse(Buildings.TaxHouse)); return(Upgrades); }
public async void SelectedUpgrade(UpgradeModel SelectedBuilding) { Town = _context.Towns.LastOrDefault(x => x.UserId == Player.Id); Settings = _context.UserGameSettings.LastOrDefault(x => x.UserId == Player.Id); Populations = _context.Population.LastOrDefault(x => x.TownId == Town.TownId); #region SelectBuild switch (SelectedBuilding.index) { case 0: Buildings.TownCenter++; break; case 1: Buildings.CityWall++; break; case 2: Buildings.TechnologyCamp++; break; case 3: Buildings.TradeHouse++; break; case 4: Buildings.Warehouse++; break; case 5: Buildings.Temple++; break; case 6: Buildings.Barracks++; break; case 7: Buildings.Farm++; break; case 8: Buildings.MeatCamp++; break; case 9: Buildings.Mine++; break; case 10: Buildings.WoodCutterHut++; break; case 11: Buildings.TaxHouse++; break; } #endregion #region Upgraded Settings.Point_Culture += SelectedBuilding.Gain_Culture; Settings.Point_Economy += SelectedBuilding.Gain_Economy; Settings.Point_Military += SelectedBuilding.Gain_Military; Settings.Point_Exp += SelectedBuilding.Gain_Exp; Settings.Point_Karma += SelectedBuilding.Gain_Karma; Settings.NaturalAttack += SelectedBuilding.Gain_NaturalAttack; Settings.NaturalDef += SelectedBuilding.Gain_NaturalDef; Town.TownWOOD_perHour = SelectedBuilding.Gain_TownWOOD_perHour; Town.TownGOLD_perHour = SelectedBuilding.Gain_TownGOLD_perHour; Town.TownIRON_perHour = SelectedBuilding.Gain_TownIRON_perHour; Town.TownMeat_perHour = SelectedBuilding.Gain_TownMeat_perHour; Town.TownWHEAT_perHour += SelectedBuilding.Gain_TownWHEAT_perHour; Populations.TraderPop += SelectedBuilding.Gain_TraderPop; Populations.AggressivePop += SelectedBuilding.Gain_AgressivePop; Populations.CulturalPop += SelectedBuilding.Gain_CulturalPop; #endregion await _context.SaveChangesAsync(); }