// Constructor public Building( BuildingLocationType buildingLocation, BuildingType buildingType, int roomCount, int floors, Coordinates coordinate) { this.BuildingID = buildingIdGenerator++; this.BuildingLocation = buildingLocation; this.BuildingType = buildingType; this.RoomCount = roomCount; this.Floors = floors; this.Coordinate = coordinate; }
public BuildingType(int id, string name, GameObject prefab, BuildingCategory buildingCategory, float energyConsumption, List <ResourcesManager.ResourceAmount> cost, BuildingLocationType buildingLocationType, string imageName, int maxTier, int unlockedAtLevelNb, string description, List <ResourcesManager.UpgradeCost> upgradeCosts, List <SpecializedUpgrade> specializedUpgrades, bool hasRange, bool producesEnergy, List <Building.BuildingStat> specificStats, bool isUnique) { this.id = id; this.name = name; this.prefab = prefab; this.energyConsumption = energyConsumption; this.resourceCosts = cost; this.buildingLocationType = buildingLocationType; this.buildingImage = Resources.Load <Sprite>("Images/Buildings/" + imageName); // Place the building image with the correct name in this folder this.maxTier = maxTier; this.isUnlocked = (unlockedAtLevelNb == 0) ? true : false; this.unlockedAtLevelNb = unlockedAtLevelNb; this.description = description; this.upgradeCosts = upgradeCosts; this.specializedUpgrades = specializedUpgrades; this.hasRange = hasRange; this.producesEnergy = producesEnergy; this.specificStats = specificStats; this.isUnique = isUnique; this.buildingCategory = buildingCategory; }