public void UpgradeFactory() { App app = UnityEngine.Object.FindObjectOfType <App>(); string type = GetComponentInChildren <Text>().text; // MyEnum.Goods goodType = (MyEnum.Goods)System.Enum.Parse(typeof(MyEnum.Goods), type); Nation player = State.getNations()[app.GetHumanIndex()]; PlayerPayer.payForFactory(player, good); player.industry.setFactoryLevel(good, player.industry.getFactoryLevel(good) + 1); int factoryLevel = player.industry.getFactoryLevel(good); if (factoryLevel == 1) { productionLevelImage.sprite = Resources.Load("Sprites/factorySmall", typeof(Sprite)) as Sprite; } if (factoryLevel == 2) { productionLevelImage.sprite = Resources.Load("Sprites/FactoryBig") as Sprite; } PlayerReceiver.increaseFactoryLevel(player, good); float ableToProduce = player.industry.determineCanProduce(good, player); canProduce.text = "Able to Produce: " + ableToProduce.ToString(); slider.maxValue = (float)Math.Floor(ableToProduce); APValue.text = player.getAP().ToString(); button.interactable = false; }
private void upgradeFactory() { { Debug.Log("Upgrade Factory"); Debug.Log("Good Type: " + goodType.text); App app = UnityEngine.Object.FindObjectOfType <App>(); //string type = GetComponentInChildren<Text>().text; // MyEnum.Goods goodType = (MyEnum.Goods)System.Enum.Parse(typeof(MyEnum.Goods), type); factoryType = (MyEnum.Goods)System.Enum.Parse(typeof(MyEnum.Goods), goodType.text); Nation player = State.getNations()[app.GetHumanIndex()]; PlayerPayer.payForFactory(player, factoryType); player.industry.setFactoryLevel(factoryType, player.industry.getFactoryLevel(factoryType) + 1); int factoryLevel = player.industry.getFactoryLevel(factoryType); if (factoryLevel == 1) { factoryLevelImage.sprite = Resources.Load("Sprites/factorySmall", typeof(Sprite)) as Sprite; } if (factoryLevel == 2) { factoryLevelImage.sprite = Resources.Load("Sprites/factoryMedium", typeof(Sprite)) as Sprite; } if (factoryLevel == 3) { factoryLevelImage.sprite = Resources.Load("Sprites/FactoryBig", typeof(Sprite)) as Sprite; } factoryLevelText.text = "Factory Level: " + factoryLevel; // float ableToProduce = player.industry.determineCanProduce(factoryType, player); canProduce.text = "0"; factorySlider.maxValue = 0; AP.text = player.getAP().ToString(); upgrade.interactable = false; produceGoods.interactable = false; int index = getBuildingIndex(); Transform buildingStubb = buildingModel.transform.GetChild(index); Debug.Log("Name of object: " + buildingStubb.name); GameObject building = buildingStubb.GetChild(1).gameObject; building.SetActive(true); // Debug.Log("Name of object: " + cube.name); } }