コード例 #1
0
ファイル: BoardTile.cs プロジェクト: VulcanStorm/BOTMonopoly
	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);
	}
コード例 #2
0
ファイル: BoardTile.cs プロジェクト: VulcanStorm/BOTMonopoly
	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);
		
	}