/* private void buildNavy() * { * App app = UnityEngine.Object.FindObjectOfType<App>(); * int playerIndex = app.GetHumanIndex(); * Nation player = State.getNations()[playerIndex]; * if (player.GetTechnologies().Contains("oil_powered_ships")) * { * PlayerPayer.PayDreadnought(player); * player.seaForces.dreadnought.addUnit(); * } * * else if (player.GetTechnologies().Contains("ironclad")) * { * PlayerPayer.PayIronClad(player); * player.seaForces.ironclad.addUnit(); * } * else * { * PlayerPayer.PayFrigate(player); * player.seaForces.frigate.addUnit(); * } * uiUpdater.updateUI(); * * } */ private void getCultureCards() { selfProvince.SetActive(false); otherProvince.SetActive(false); progressPanel.SetActive(false); coordinator.progressFlag = false; App app = UnityEngine.Object.FindObjectOfType <App>(); Nation player = State.getNations()[app.GetHumanIndex()]; PlayerPayer.payForDevelopmentAction(player, 1); MyEnum.cultCard newCard = PlayerReceiver.collectCultureCard(player); uiUpdater.updateUI(); Stack <CultureCard> remainingCultCards = State.getCultureDeck(); HashSet <CultureCard> cultDeckSet = new HashSet <CultureCard>(remainingCultCards); List <MyEnum.cultCard> playerCultHand = new List <MyEnum.cultCard>(player.getCultureCards()); HashSet <CultureCard> playerCultSet = new HashSet <CultureCard>(remainingCultCards); foreach (MyEnum.cultCard cardName in playerCultHand) { CultureCard card = State.getCultureCardByName(cardName); playerCultSet.Add(card); } updateCultureCardBook(newCard); showCultureHandPanel(); }
public void adjustDevelopmentPriorityInLightOfPotential(Nation player) { if (player.getIP() < 1 && State.era == MyEnum.Era.Early) { if (PlayerCalculator.canMakeDevelopmentAction(player)) { PlayerPayer.payForDevelopmentAction(player, 1); player.addIP(2); } else { this.progressPriorities[MyEnum.progressPriorities.investment]++; } } if (player.getIP() < 2 && State.era != MyEnum.Era.Early) { if (PlayerCalculator.canMakeDevelopmentAction(player)) { PlayerPayer.payForDevelopmentAction(player, 1); player.addIP(2); } else { this.progressPriorities[MyEnum.progressPriorities.investment]++; } } }
/* private void IncreasePOP() * { * App app = UnityEngine.Object.FindObjectOfType<App>(); * Nation player = State.getNations()[app.GetHumanIndex()]; * PlayerPayer.payForMorePOP(player); * uiUpdater.updateUI(); * } */ private void IncreaseIP() { App app = UnityEngine.Object.FindObjectOfType <App>(); Nation player = State.getNations()[app.GetHumanIndex()]; PlayerPayer.payForDevelopmentAction(player, 1); Debug.Log("Increasing AP"); PlayerReceiver.receiveIP(player); uiUpdater.updateUI(); }
/* private void openMilitaryTab() * { * App app = UnityEngine.Object.FindObjectOfType<App>(); * Nation player = State.getNations()[app.GetHumanIndex()]; * armyTab.SetActive(true); * if(PlayerCalculator.canExpandArmy(player) == false) * { * expandArmyButton.interactable = false; * } * else * { * expandArmyButton.interactable = true; * } * * Text size = armyTable.Rows[0].Cells[1].GetComponentInChildren<Text>(); * size.text = player.landForces.Strength.ToString(); * Text attack = armyTable.Rows[1].Cells[1].GetComponentInChildren<Text>(); * attack.text = player.landForces.Attack.ToString(); * Text defense = armyTable.Rows[2].Cells[1].GetComponentInChildren<Text>(); * defense.text = player.landForces.Defense.ToString(); * Text morale = armyTable.Rows[3].Cells[1].GetComponentInChildren<Text>(); * morale.text = player.landForces.Morale.ToString(); * Text shock = armyTable.Rows[4].Cells[1].GetComponentInChildren<Text>(); * shock.text = player.landForces.Shock.ToString(); * Text maneuver = armyTable.Rows[5].Cells[1].GetComponentInChildren<Text>(); * maneuver.text = player.landForces.Maneuver.ToString(); * Text recon = armyTable.Rows[6].Cells[1].GetComponentInChildren<Text>(); * recon.text = player.landForces.Recon.ToString(); * Text prediction = armyTable.Rows[7].Cells[1].GetComponentInChildren<Text>(); * prediction.text = player.landForces.Prediction.ToString(); * } */ private void fightCorruption() { App app = UnityEngine.Object.FindObjectOfType <App>(); Nation player = State.getNations()[app.GetHumanIndex()]; PlayerPayer.payForDevelopmentAction(player, 1); // PlayerReceiver.reduceCorruption(player); player.decreaseCorruption(); uiUpdater.updateUI(); }
private void addResearchPoints() { Debug.Log("Doing Research"); App app = UnityEngine.Object.FindObjectOfType <App>(); Nation player = State.getNations()[app.GetHumanIndex()]; PlayerPayer.payForDevelopmentAction(player, 1); PlayerReceiver.CollectResearchPoints(player); uiUpdater.updateUI(); }