public bool IsUpgrade(Building_Type to) { if (((int)to - (int)b_type == 1) || ((int)b_type == 1 && (int)to == 3) || ((int)b_type == 5 && (int)to == 0)) //If upgrade is next in path or upgrading from TP to sanctuary or upgrading to a dwelling { return(true); } return(false); }
public void Initialize(Building_Type type) { this.BuildingType = type; contents = new List <Thing>(); if (type == Building_Type.House) { buildingAnimation = new BuildingAnimation(type, transform); } }
public void SetNodeType(Building_Type kind) { if (Building_Type.Small <= kind && kind <= Building_Type.Big) { Type = NodeType.Home; } else { Type = (NodeType)kind - 2; } }
public EditorBuilding Build_Crt(Building_Type Build) { EditorBuilding build_obj = Instantiate(Resources.Load <EditorBuilding>("EditorObj/EditorBuild"), transform); build_obj.Build_set(Build); build_obj.editorStage = this; buildingList.Add(build_obj); BuildIDReset(); return(build_obj); }
public Origin_Building Get_Building(NodeType type, Origin_Building Home = null) { if (type == NodeType.Home && Home != null) { foreach (Origin_Building building in arrayList) { if (building == Home) { return(building); } } } else { Building_Type building_Type = Building_Type.Nothing; switch (type) { case NodeType.BathHouse: building_Type = Building_Type.BathHouse; break; case NodeType.Church: building_Type = Building_Type.Church; break; case NodeType.Company: building_Type = Building_Type.Company; break; case NodeType.Karaoke: building_Type = Building_Type.Karaoke; break; case NodeType.School: building_Type = Building_Type.School; break; } foreach (Origin_Building building in arrayList) { if (building.kind == building_Type) { return(building); } } } return(null); }
void ShowSpeechBubble(Building_Type kind) { if (kind > Building_Type.Company) { return; } EmoticonType emoticon = 0; if (Building_Type.Small <= kind && kind <= Building_Type.Big) { emoticon = EmoticonType.House; } else { emoticon = (EmoticonType)kind - 2; } Bubble.ShowSpeechBubble(emoticon, color == CitizenColor.Red); }
public static int GetBuildingValue(Building_Type bt_) { switch (bt_) { case Building_Type.Dwelling: return(1); case Building_Type.Trading_Post: return(1); case Building_Type.Stronghold: return(1); case Building_Type.Sanctuary: return(1); case Building_Type.Temple: return(0); } return(0); }
public void Build_set(Building_Type Build) { object_Build = Build; string imageName = ""; switch (Build) { //집(소) case Building_Type.Small: buildSize = Vector2.one * 2; imageName = "Object_House_s"; break; //집(중) case Building_Type.Middle: buildSize = Vector2.one * 2; imageName = "Object_House_m"; break; //집(대) case Building_Type.Big: buildSize = Vector2.one * 2; imageName = "Object_House_l"; break; //약국 case Building_Type.BathHouse: buildSize = new Vector2(2, 3); imageName = "Object_Drugstore"; break; //교회 case Building_Type.Church: buildSize = Vector2.one * 2; imageName = "Object_Church"; break; //노래방 case Building_Type.Karaoke: buildSize = new Vector2(2, 3); imageName = "Object_Sing"; break; //학교 case Building_Type.School: buildSize = new Vector2(2, 3); imageName = "Object_School"; break; //회사 case Building_Type.Company: buildSize = new Vector2(2, 3); imageName = "Object_Company"; break; default: break; } image.rectTransform.sizeDelta = new Vector2(30 * buildSize.x, 30 * buildSize.y); image.spriteName = imageName; moveImage.spriteName = imageName; }
public static bool Equals(Building_Type t, Building_Type t2) { return((int)t == (int)t2); }
public void Build(Building_Type bt) { b_type = bt; hasBuilt = true; }
public Building(Building_Type bt) { b_type = bt; hasBuilt = false; }