private void OnTriggerExit2D(Collider2D collision) { pressHolder.gameObject.SetActive(false); currentReactor = null; ResetPressHolder(); inReactor = false; }
private void OnTriggerEnter2D(Collider2D collision) { ReactorController reactorController = collision.GetComponentInParent <ReactorController>(); if (reactorController) { currentReactor = reactorController; } }
private void initBuildings() { availBuildings.Add("BasicDome", new structureData(DomeBasicPrefab, DomeBasicPlacement, DomeBasicImage, "A Basic Dome that can be used to produce new settlers", "Basic Dome", new List <ressourceStack> { new ressourceStack(50, ressources.Stone), new ressourceStack(50, ressources.Wood) })); availBuildings.Add("SolarPanel", new structureData(SolarPanelPrefab, SolarPanelPlacement, SolarPanelImage, "A simple solar Panel that can generate small amounts of energy", "Solar Panel", new List <ressourceStack> { new ressourceStack(200, ressources.Stone), new ressourceStack(20, ressources.Wood) })); availBuildings.Add("WorkerRecycler", new structureData(WorkerRecyclerPrefab, WorkerRecyclerPlacement, WorkerRecyclerImage, "Small Structure that may be used to get rid of workers that are no longer needed, required 500 energy per worker", "Worker Recycler", new List <ressourceStack> { new ressourceStack(50, ressources.Stone), new ressourceStack(50, ressources.Wood) })); availBuildings.Add("DrillBasic", new structureData(DrillBasicPrefab, DrillBasicPlacement, DrillBasicImage, "A Drill Platform can automatically harvest nearby stones (80m range), but required a high amount of energy", "Basic Drill Platform", new List <ressourceStack> { new ressourceStack(250, ressources.Stone), new ressourceStack(50, ressources.Wood) })); availBuildings.Add("ScrapRecycler", new structureData(ScrapRecyclerPrefab, ScrapRecyclerPlacement, ScrapRecyclerImage, "Use this building to get a use of all that unnecessary scrap! It burns the scrap and generates energy", "Scrap Recycler", new List <ressourceStack> { new ressourceStack(200, ressources.Stone), new ressourceStack(100, ressources.Wood), new ressourceStack(100, ressources.Scrap) })); availBuildings.Add("TreeFarm", new structureData(TreeFarmPreFab, TreeFarmPlacement, TreeFarmImage, "A Dome that is used to grow trees, which can be reprocessed to wood using a wood reprocessor", "Tree Farm", TreeFarm.getPrice().ToList())); availBuildings.Add("WoodReprocessor", new structureData(WoodReprocessorPrefab, WoodReprocessorPlacement, WoodReprocessorImage, "Used to make Wood out of Trees.", "Wood Reprocessor", WoodReprocessor.getPrice().ToList())); availBuildings.Add("OreProcessingPlant", new structureData(OreProcessingPrefab, OreProcessingPlacement, OreProcessingImage, "The Mineral Processing Plant can be used to make gold and iron ingots out of the corresponding ores", "Ore Processing Plant", MineralProcessingPlant.getPrice().ToList())); availBuildings.Add("ReactorController", new structureData(ReactorControllerPrefab, ReactorControllerPlacement, ReactorControllerImage, "The Central control piece of the Nuclear Reactor. Uses uranium to turn water into steam", "ReactorController", ReactorController.getPrice().ToList())); availBuildings.Add("WaterPump", new structureData(WaterPumpPrefab, WaterPumpPlacement, WaterPumpImage, "The Water Pump can be used to pump water out of a nearby lake", "Water Pump", waterpump.getPrice().ToList(), waterpump.isNearWater)); availBuildings.Add("PDD", new structureData(PDDPrefab, PDDPlacement, PDDImage, "A small defensive turret, with a fast attack speed, capable of killing weak enemies and destroying incoming enemy projectils", "PDD", PointDefenseTurret.getPrice().ToList())); //add auto-generated buildings (new system) foreach (var elem in autoPrefabs) { availBuildings.Add(elem.prefab.name, new structureData(elem.prefab, elem.placement, elem.icon, elem.desc, elem.dispName, elem.cost)); } }