private void selector(BUILDING_TYPE findBuilding) { for(int i=0; i< amountOfStates; i++) { //materialSelected[i] = newMesh[i]; } }
public void NewBuilding(BUILDING_TYPE _type) { newBuildings++; switch (_type) { case BUILDING_TYPE.MILITARY: unitProductionCapacity += 3; break; case BUILDING_TYPE.DEFENSIVE: defensiveCapacity += 1; break; case BUILDING_TYPE.ECONOMY: incomeCapacity += 2; break; case BUILDING_TYPE.POPULATION: populationCapacity += 1; break; case BUILDING_TYPE.TECHNOLOGY: researchCapacity += 4; break; } }
private void selector(BUILDING_TYPE findBuilding) { for (int i = 0; i < amountOfStates; i++) { //materialSelected[i] = newMesh[i]; } }
/// <summary> /// Method used to create a building game object based on the type of building. /// Allows one method call to decide which type of building model shall be loaded /// </summary> /// <param name="penumBuildingType"></param> /// <param name="penumGodType"></param> /// <returns></returns> private GameObject CreateBuildingObject(BUILDING_TYPE penumBuildingType, Faction.GodType penumGodType) { GameObject uniBuildingGameObject = null; string strResourceKey = "Buildings/" + penumGodType.ToString() + penumBuildingType.ToString() + UpgradeLevel.ToString(); // Load the building model from memory if (mdictBuildingResources.ContainsKey(strResourceKey) && mdictBuildingResources[strResourceKey] != null) { uniBuildingGameObject = (GameObject)GameObject.Instantiate( mdictBuildingResources[strResourceKey]); } else { #if DEBUG // Model was not found in resources folder, this should not occur as all models have been created now #endif } // Check to ensure a game model was found when creating if (uniBuildingGameObject != null) { // Add a linerenderer for outlining, scale based on scene parameters // Allows for the outlining of buildings when selected or when building other buildings uniBuildingGameObject.AddComponent <LineRenderer>().positionCount = 0; uniBuildingGameObject.transform.localScale = new Vector3(ObjectRadius, ObjectRadius, ObjectRadius); } return(uniBuildingGameObject); }
/// <summary> /// Building contructor for a default building of a certain type /// Allows creating different types of buildings based on input parameter. /// </summary> /// <param name="penumBuildingType">The building type to create.</param> /// <param name="pmusFactionOwner">The owning faction of the building.</param> public Building(BUILDING_TYPE penumBuildingType, Faction pmusFactionOwner) { MapGameObject = CreateBuildingObject(penumBuildingType, pmusFactionOwner.Type); BuildingType = penumBuildingType; OwningFaction = pmusFactionOwner; BuildingCost = CalculateBuildingCost(penumBuildingType); ObjectType = MapObjectType.Building; }
/// <summary> /// Building constructor for loading a serialized building /// Allows the removal of duplicate code in places where save states must be loaded /// </summary> /// <param name="pmusSavedBuilding">A serialized building.</param> /// <param name="pmusFactionOwner">The owning faction of the building to be loaded.</param> public Building(GameInfo.SavedBuilding pmusSavedBuilding, Faction pmusFactionOwner) { UpgradeLevel = pmusSavedBuilding.UpgradeLevel; MapGameObject = CreateBuildingObject(pmusSavedBuilding.BuildingType, pmusFactionOwner.Type); BuildingType = pmusSavedBuilding.BuildingType; OwningFaction = pmusFactionOwner; BuildingCost = CalculateBuildingCost(pmusSavedBuilding.BuildingType); ObjectType = MapObjectType.Building; }
public GameObject GetPrefab(BUILDING_TYPE type) { int idx = buildingTypes.IndexOf(type); if (idx >= 0) { return(buildings[idx]); } return(buildings[0]); }
public BuildingData GetRandomBuildingOfType(BUILDING_TYPE type) { int max = m_BuildingsByType[type].Count; if (max > 0) { return(m_BuildingsByType[type][UnityEngine.Random.Range(0, max)]); } return(null); }
public BuildingInfo GetBuildingInfoNc(BUILDING_TYPE type) { List <int> keyList = new List <int>(m_townBuildingCodeDic.Keys); for (int i = 0; i < keyList.Count; i++) { BuildingInfo info = WorldManager.instance.m_dataManager.m_buildingData. GetBuildingInfo(m_townBuildingCodeDic[keyList[i]]); if (info.type.Equals(type)) { return(info); } } return(null); }
private BUILDING_TYPE findBuildingType(BUILDING_TYPE buildingChanged, string checkingEntity) { switch(checkingEntity) { case "50m": average = 40f; lowest = 20f; return BUILDING_TYPE.small; case "100m": average = 60f; lowest = 20f; return BUILDING_TYPE.medium; case "150m": average = 90f; lowest = 40f; return BUILDING_TYPE.large; case "Building": return BUILDING_TYPE.aqaduct; } return buildingChanged; }
// TYPE: Culture, Science , Health // Use this for initialization void Start() { m_BuildingType = BUILDING_TYPE.BUILDING_TYPE_CULTURE; m_CurrentLevel = BUILDING_LEVEL.BUILDING_LEVEL_LV01; /// Init the TextUI GameObject go = new GameObject("Text_Building_"+ this.name); UI_StatusText = (GUIText)go.AddComponent( typeof(GUIText) ); UI_StatusText.transform.parent = transform; Font BroadwayFont = (Font)Resources.Load("Fonts/Arial"); UI_StatusText.font = BroadwayFont; UI_StatusText.text = "Building_Level1"; UI_StatusText.fontSize=16; UI_StatusText.material.color = Color.blue; // GText.material.color = Color.Green; UI_StatusText.transform.position=new Vector3(0,0,0); TextCoords = new Vector3(0,0,0); GameObject CoreGame = GameObject.Find("coreGame"); UI_StatusText.enabled = ( CoreGame.GetComponent("MainGameWorld") as MainGameWorld).bDebugShowMsg_Building; }
private void UpdateCapacity(BUILDING_TYPE build) { switch (build) { case BUILDING_TYPE.HOUSE: currentCapacity = building[PlayerScript.housesLevel].capacity; break; case BUILDING_TYPE.REPRODUCTION: currentCapacity = building[PlayerScript.reproductionHouseLevel].capacity; break; case BUILDING_TYPE.FOOD: currentCapacity = building[PlayerScript.foodBuildingLevel].capacity; break; case BUILDING_TYPE.L_DOOR: currentCapacity = building[PlayerScript.leftDoorLevel].capacity; break; case BUILDING_TYPE.R_DOOR: currentCapacity = building[PlayerScript.rightDoorLevel].capacity; break; case BUILDING_TYPE.CHAMAN: // TODO QUE CUESTE SACRIFICIO HUMANO currentCapacity = building[PlayerScript.chamanLevel].capacity; break; case BUILDING_TYPE.SACERDOTE: currentCapacity = building[PlayerScript.sacerdoteLevel].capacity; break; case BUILDING_TYPE.MERCADER: currentCapacity = building[PlayerScript.mercaderLevel].capacity; break; } return; }
private BUILDING_TYPE findBuildingType(BUILDING_TYPE buildingChanged, string checkingEntity) { switch (checkingEntity) { case "50m": average = 40f; lowest = 20f; return(BUILDING_TYPE.small); case "100m": average = 60f; lowest = 20f; return(BUILDING_TYPE.medium); case "150m": average = 90f; lowest = 40f; return(BUILDING_TYPE.large); case "Building": return(BUILDING_TYPE.aqaduct); } return(buildingChanged); }
//壊れた建物のタイプに応じての処理----------------------------------------------------- void CrashJudge(BUILDING_TYPE type) { if (_crash) { return; //一回も壊していなかったら壊す } switch (type) { case BUILDING_TYPE.SMALL_TYPE_1: _score_manager.AddScore(ScoreManager.SCORE_TYPE.BUILDING_SMALL_TYPE_1); break; case BUILDING_TYPE.SMALL_TYPE_2: _score_manager.AddScore(ScoreManager.SCORE_TYPE.BUILDING_SMALL_TYPE_2); break; case BUILDING_TYPE.BIG_TYPE_1: _score_manager.AddScore(ScoreManager.SCORE_TYPE.BUILDING_BIG_TYPE_1); break; case BUILDING_TYPE.BIG_TYPE_2: _score_manager.AddScore(ScoreManager.SCORE_TYPE.BUILDING_BIG_TYPE_2); break; case BUILDING_TYPE.BIG_TYPE_3: _score_manager.AddScore(ScoreManager.SCORE_TYPE.BUILDING_BIG_TYPE_3); break; default: break; } BuildingCrash( ); _crash = true; //一回壊したらフラグを立てる }
protected void SetBuildingType(BUILDING_TYPE newBuildingType) { buildingType = newBuildingType; }
public MineBuilding(BUILDING_TYPE penumBuildingType, Faction pmusOwningFaction) : base(penumBuildingType, pmusOwningFaction) { Miners = 0; MinerCap = mcintInitialMinerCap; }
public bool CanSupportBuildingType(BUILDING_TYPE type) { return(buildingTypeCount[type] < GameManager.instance.maxBuildingTypesDict[type]); }
public int GetBuildingTypeCount(BUILDING_TYPE type) { return(buildingTypeCount[type]); }