void collectBasic(resourceTypes resource, Theme proficience) { gameManager.GetComponent <MaterialManager>().updateBasicResources(resource, 1); float rand = Random.Range(0f, 10f); if (rand <= chanceOfGettingDecorationResources) { gameManager.GetComponent <MaterialManager>().updateDecorationResources(proficience, 1); } }
public void updateBasicResources(resourceTypes type, int quantity) { switch (type) { case resourceTypes.wood: wood += quantity; break; case resourceTypes.stone: stone += quantity; break; } }
public void OnPointerClick(PointerEventData eventData) { GameObject selectedCitizen = gameManager.GetComponent <GameManager>().SelectedCitizen; actions act = actions.getWood; resourceTypes type = resourceTypes.wood; if (selectedCitizen != null) { Theme proficience = selectedCitizen.GetComponent <CitizenBehaviour>().CitizenData.proficience; Debug.Log(proficience); switch (this.gameObject.tag) { case "WoodWay": Debug.Log("wood"); act = actions.getWood; type = resourceTypes.wood; break; case "StoneWay": Debug.Log("stone"); act = actions.getStone; type = resourceTypes.stone; break; case "DecorationWay": Debug.Log("decoration"); act = actions.getDecoration; break; } if (act != null && type != null) { if (this.gameObject.tag == "DecorationWay") { selectedCitizen.GetComponent <CitizenBehaviour>().SetTurnAction( delegate() { collectDecoration(proficience); }, act); } else { selectedCitizen.GetComponent <CitizenBehaviour>().SetTurnAction( delegate() { collectBasic(type, proficience); }, act); } } } }