public void ResourceInterfase() { foreach (Text text in ResourceTestList) { switch (text.transform.name) { case "Population": text.text = "인구 : " + CtrlPlayer.CurResource("WorkPopulation") + "/" + CtrlPlayer.UnitList.Count + "()"; break; case "Food": text.text = "식량 : " + CtrlPlayer.CurResource("Food") + "/" + CtrlPlayer.CurResource("FoodStorage") + "()"; break; } } }
public BuildingCtrl CreateBuilding(PlayerCtrl Owner, UnitCtrl Worker, BuildingInfo buildingInfo, Vector3 buildingPos) { foreach (string Cost in buildingInfo.Cost.Keys) { if (Cost == "time") { continue; } if (Owner.CurResource(Cost) - buildingInfo.Cost[Cost] < 0) { gameMng.interfaceMng.AlertText(Cost + "가 부족합니다"); return(null); } } foreach (string Cost in buildingInfo.Cost.Keys) { if (Cost == "time") { continue; } Owner.UseResource(Cost, buildingInfo.Cost[Cost]); } GameObject pre = Resources.Load("Prefab/" + buildingInfo.Component) as GameObject; BuildingCtrl temp = Instantiate(pre, this.transform).GetComponent <BuildingCtrl>(); temp.SetBuilding(this, buildingInfo, Owner, buildingPos); buildingList.Add(temp); foreach (MeshRenderer mesh in temp.transform.GetComponentsInChildren <MeshRenderer>()) { if (mesh.transform.tag == "Unit") { mesh.material = Owner.playerMater; } if (mesh.transform.tag == "Interface") { if (Owner == gameMng.playerMng.CtrlPlayer) { mesh.material = RangeMater[0]; } if (Owner != gameMng.playerMng.CtrlPlayer) { mesh.material = RangeMater[1]; } } } Worker.receiptOrder(new GameSys.Order.Build(temp.Target)); return(temp); }