public bool BuyAltar(GameObject node, AltarName altarName) { if (altarBlueprints.ContainsKey(altarName) && money >= altarBlueprints[altarName].cost) { node.GetComponent <Node>().BuildAltar(altarBlueprints[altarName]); money -= altarBlueprints[altarName].cost; return(true); } return(false); }
public Altar(AltarName newName, int newCost, string desc) { name = newName; cost = newCost; description = desc; portrait = newName.ToString(); MakeUnit(); unit.Reset(); }
public AllocateOption(OptionType altarOption, float newUtility, int newCost, GameObject buildingNode, AltarName newname) { node = buildingNode; army = null; type = altarOption; utility = newUtility; cost = newCost; unitIndex = 0; oldUnitIndex = 0; unitPos = new UnitPos(); templeName = TempleName.None; altarName = newname; }
public AllocateOption(OptionType replenishOption, float newUtility, int newCost, GameObject armyToReplenish) { node = null; army = armyToReplenish; type = replenishOption; utility = newUtility; cost = newCost; unitIndex = 0; oldUnitIndex = 0; unitPos = new UnitPos(); templeName = TempleName.None; altarName = AltarName.None; }
public AllocateOption(OptionType replaceOption, float newUtility, int newCost, GameObject newArmy, int mapunitIndex, UnitPos position) { node = null; army = newArmy; type = replaceOption; utility = newUtility; cost = newCost; unitIndex = mapunitIndex; unitPos = position; oldUnitIndex = 0; templeName = TempleName.None; altarName = AltarName.None; }
public AllocateOption(OptionType upgradeOption, float newUtility, int newCost, GameObject newArmy, int mapunitIndex, int oldIndex) { node = null; army = newArmy; type = upgradeOption; utility = newUtility; cost = newCost; unitIndex = mapunitIndex; oldUnitIndex = oldIndex; unitPos = new UnitPos(); templeName = TempleName.None; altarName = AltarName.None; }
public AllocateOption(OptionType prophetOption, float newUtility, int newCost) { node = null; army = null; type = prophetOption; utility = newUtility; cost = newCost; unitIndex = 0; oldUnitIndex = 0; unitPos = new UnitPos(); templeName = TempleName.None; altarName = AltarName.None; }