public Population(Civilization civlization, Upkeep upkeep, Beliefs beliefs, PopulationType startingType) { Civilization = civlization; Upkeep = upkeep; Beliefs = beliefs; PopulationType = startingType; }
public override void ServerInit() { base.ServerInit(); decayVariance = UnityEngine.Random.Range(0.95f, 1f); decay = PrefabAttribute.server.Find <Decay>(prefabID); decayPoints = PrefabAttribute.server.FindAll <DecayPoint>(prefabID); upkeep = PrefabAttribute.server.Find <Upkeep>(prefabID); BuildingManager.server.Add(this); if (!Rust.Application.isLoadingSave) { BuildingManager.server.CheckMerge(this); } lastDecayTick = UnityEngine.Time.time; }
public override void ServerInit() { base.ServerInit(); this.decayVariance = Random.Range(0.95f, 1f); this.decay = PrefabAttribute.server.Find <Decay>(this.prefabID); this.decayPoints = PrefabAttribute.server.FindAll <DecayPoint>(this.prefabID); this.upkeep = PrefabAttribute.server.Find <Upkeep>(this.prefabID); BuildingManager.server.Add(this); if (Application.isLoadingSave == null) { BuildingManager.server.CheckMerge(this); } this.lastDecayTick = Time.get_time(); }
private IEnumerator CallUpkeep() { Upkeep.Invoke(); yield return(null); }
// Use this for initialization void Start() { expand = this.GetComponent <Expansion>(); upkeep = this.GetComponent <Upkeep>(); }