public void ResourceDropped(GameEventResourceDrop.ResourceDrop resourceDrop) { // this.Temp("ResourceDropped", "Dropped: " + resourceDrop); if (resourceDrop.targetBlock != this) { return; } if (resourceDrop.resource == ResourceType.Trees) { if (this.fireRiskCoroutine != null) { this.Temp("ResourceDropped", "Stopping Fires."); this.StopCoroutine(this.fireRiskCoroutine); } this.CreateTrees(); this.resource = ResourceType.Trees; this.UpdateHealth(); this.StartFirePotential(); } if (resourceDrop.resource == ResourceType.Water) { if (this.fireRiskCoroutine != null) { this.StopCoroutine(this.fireRiskCoroutine); } this.InstantiatorsWithFire.DoForEach(inst => inst.Instantiate(GameConfiguration.SpawnType.None)); this.UpdateHealth(); } }
private void Release(ContinentBlockController targetContinent) { // Return if there is not grabbed resource or if the target continent expects a different resource. if (this.lastGrabbedContinent == null || this.grabProgression < 0.9f || this.grabbedResource == ContinentBlockController.ResourceType.None || targetContinent.Resource == ContinentBlockController.ResourceType.Water && this.grabbedResource != ContinentBlockController.ResourceType.Water) { return; } // this.Temp("Release", "On " + targetContinent.name); GameEventResourceDrop.ResourceDrop resourceDropped = new GameEventResourceDrop.ResourceDrop { resource = this.grabbedResource, targetBlock = targetContinent, sourceBlock = this.lastGrabbedContinent }; this.resourceDrop.Raise(resourceDropped); targetContinent.ResourceDropped(resourceDropped); this.lastGrabbedContinent = null; this.grabbedResource = ContinentBlockController.ResourceType.None; }
public void UpdateDroppedResource(GameEventResourceDrop.ResourceDrop resourceDrop) { this.image.fillAmount = 0; // this.image = this.GetComponent<Image>(); // this.image.color = new Color(1, 1, 1, (resourceDrop.resource == this.Resource) ? 1 : 0.5f); }