/// <summary> /// Constructor of the Behaviour Block /// </summary> /// <param name="owningCreatureAI">Reference to the creature owning the Behaviour Block.</param> /// <param name="resourceType">The resource type to find and extract.</param> public FindAndExtractResource(CreatureAI owningCreatureAI, Resources.ResourceType resourceType) : base(owningCreatureAI, new MoveToClosestResourceOfType(owningCreatureAI, resourceType), new ExtractResource(owningCreatureAI, resourceType), new MoveToClosestBuildingOfType <Bonfire>(owningCreatureAI), new DepositResourcesIntoBonfire(owningCreatureAI)) { }
public void SetValues(Resources.ResourceType _selectedItem) { itemNameText.text = Resources.GetName(_selectedItem); itemAmount = Resources.GetResourceAmount(_selectedItem) / 2; sellValue = Resources.GetSellValue(_selectedItem) * itemAmount; UpdateValues(); selectedItem = _selectedItem; }
public Recipe(Resources.ResourceType resourceType, int productionCount, int time, Dictionary <Resources.ResourceType, int> resources, Text buttonText, GameObject button) { this.resourceType = resourceType; this.productionCount = productionCount; this.time = time; this.button = button; this.resources = resources; this.buttonText = buttonText; this.buttonText.text = Resources.GetName(resourceType); currentStage = Stage.Idle; }