public void addUnit(MyEnum.ArmyUnits unit) { if (unit == MyEnum.ArmyUnits.artillery) { AddArtillery(1); } if (unit == MyEnum.ArmyUnits.cavalry) { AddCavalry(1); } if (unit == MyEnum.ArmyUnits.fighter) { AddFighter(1); } if (unit == MyEnum.ArmyUnits.infantry) { Debug.Log("Add"); AddInfantry(1); } if (unit == MyEnum.ArmyUnits.tank) { AddTank(1); } }
public float getArmyUnitPriority(Nation player, MyEnum.ArmyUnits type) { return(this.armyUnitPriority[type]); }
public void alterArmyUnitPriority(Nation player, MyEnum.ArmyUnits type, float value) { this.armyUnitPriority[type] += value; }
public void setArmyProducing(MyEnum.ArmyUnits unit, int amount) { this.armyProducing[unit] = amount; }
public int getArmyProducing(MyEnum.ArmyUnits unit) { return(this.armyProducing[unit]); }
public void addArmyProducing(MyEnum.ArmyUnits unit) { this.armyProducing[unit] += 1; }