//Only resets locally, prevents turns being executed twice. public void ResetData() { CoordinateX = 0; CoordinateY = 0; Built = Building.Building_Type.NOTHING; Terraformed = Terrain.TerrainType.NOTHING; PickedRoundBonus = RoundBonusManager.RoundBonusType.NOTHING; ReturnedRoundBonus = RoundBonusManager.RoundBonusType.NOTHING; FoundedCityBonus = TownFoundingBonusManager.TownTiletype.NOTHING; CastedSpell = MagicController.SpellType.NOTHING; Change = ChangeFlag.NOTHING; }
public void SendCityFoundingData(TownFoundingBonusManager.TownTiletype foundedBonus) { Cmd_ChangeFoundedCityData(foundedBonus); Cmd_SetChangeFlag(ChangeFlag.FoundedCity); }
void Cmd_ChangeFoundedCityData(TownFoundingBonusManager.TownTiletype bonus) { Rpc_ChangeFoundedCityData(bonus); }
void Rpc_ChangeFoundedCityData(TownFoundingBonusManager.TownTiletype bonus) { FoundedCityBonus = bonus; }
//Takes city founding bonus tile. Reduces the amount of the given tile. All bonuses are calculated locally. public void SimulateCityFounding(TownFoundingBonusManager.TownTiletype takenBonus) { townFoundManager.ReduceTownTile(takenBonus); }