public void RemoveHouseUpgrade (int numOfUpgrades) { for(int i=0;i<numOfUpgrades;i++){ if(improvement != HouseImprovement.None){ improvement = (HouseImprovement)((int)improvement -1); } else{ // no more upgrades to remove Debug.Log (actualTileName + " already has no upgrades"); // stop the loop i = numOfUpgrades; } } // destroy the house object if it exists if(houseObj != null){ Destroy(houseObj); } // update the rent cost SetRentCost(); // check for no improvement if(improvement == HouseImprovement.None){ return; } switch(improvement){ case HouseImprovement.House1: houseObj = (GameObject)Instantiate(HouseManager.singleton.house1Prefab, housePos.position, housePos.rotation); houseObj.transform.parent = housePos; break; case HouseImprovement.House2: houseObj = (GameObject)Instantiate(HouseManager.singleton.house2Prefab, housePos.position, housePos.rotation); houseObj.transform.parent = housePos; break; case HouseImprovement.House3: houseObj = (GameObject)Instantiate(HouseManager.singleton.house3Prefab, housePos.position, housePos.rotation); houseObj.transform.parent = housePos; break; case HouseImprovement.House4: houseObj = (GameObject)Instantiate(HouseManager.singleton.house4Prefab, housePos.position, housePos.rotation); houseObj.transform.parent = housePos; break; } Debug.Log ("Just removed a house from "+actualTileName+": current house status is "+improvement); }
public void AddHouseUpgrade () { if(fullSet == false){ Debug.Log (actualTileName+ " is not part of a full set, Cannot add house"); return; } // increase our improvement by 1 if(improvement != HouseImprovement.Hotel){ improvement = (HouseImprovement)((int)improvement +1); } else{ Debug.Log (actualTileName + " already has a hotel, cannot improve it any more!"); return; } // destroy the house object if it exists if(houseObj != null){ Destroy(houseObj); } switch(improvement){ case HouseImprovement.House1: houseObj = (GameObject)Instantiate(HouseManager.singleton.house1Prefab, housePos.position, housePos.rotation); houseObj.transform.parent = housePos; break; case HouseImprovement.House2: houseObj = (GameObject)Instantiate(HouseManager.singleton.house2Prefab, housePos.position, housePos.rotation); houseObj.transform.parent = housePos; break; case HouseImprovement.House3: houseObj = (GameObject)Instantiate(HouseManager.singleton.house3Prefab, housePos.position, housePos.rotation); houseObj.transform.parent = housePos; break; case HouseImprovement.House4: houseObj = (GameObject)Instantiate(HouseManager.singleton.house4Prefab, housePos.position, housePos.rotation); houseObj.transform.parent = housePos; break; case HouseImprovement.Hotel: houseObj = (GameObject)Instantiate(HouseManager.singleton.hotelPrefab, housePos.position, housePos.rotation); houseObj.transform.parent = housePos; break; } // update the rent cost SetRentCost(); Debug.Log ("Just built a "+improvement+" on "+actualTileName); }