public void BeginNewBuildingPlacement(BuildingPreset preset) { // check money currentlyPlacing = true; curBuildingPreset = preset; placementIndicator.SetActive(true); placementIndicator.transform.position = new Vector3(0, -99, 0); }
public void OnPlaceBuilding(BuildingPreset building) { maxPopulation += building.population; buildings.Add(building); CalculateMaxPopulation(); UpdateMoneyLabel(); UpdatePopulationLabel(); }
public void BeginNewBuildingPlacement (BuildingPreset buildingPreset) { if(City.inst.money < buildingPreset.cost) return; currentlyPlacing = true; curBuildingPreset = buildingPreset; placementIndicator.SetActive(true); }
public bool CheckIfBuildingCanBePlaced(BuildingPreset buildingPreset, Vector3 curIndicatorPos) { switch (buildingPreset.buildingPlacement) { case BuildingPlacements.Crass: Transform crassTransform = grid.transform.Find("CrassMap"); if (crassTransform.GetComponent <Collider2D>().OverlapPoint(new Vector2(curIndicatorPos.x, curIndicatorPos.y))) { return(true); } else { return(false); } case BuildingPlacements.Dirt: Transform dirtTransform = grid.transform.Find("DirtMap"); if (dirtTransform.GetComponent <Collider2D>().OverlapPoint(new Vector2(curIndicatorPos.x, curIndicatorPos.y))) { Debug.Log("We can place building."); return(true); } else { Debug.Log("We cannot place building."); return(false); } case BuildingPlacements.Water: return(false); case BuildingPlacements.Shore: return(false); case BuildingPlacements.CrassAndDirt: Transform crassAndDirtTransform = grid.transform.Find("DirtAndCrassMap"); if (crassAndDirtTransform.GetComponent <Collider2D>().OverlapPoint(new Vector2(curIndicatorPos.x, curIndicatorPos.y))) { Debug.Log("We can place building."); return(true); } else { Debug.Log("We cannot place building."); return(false); } } return(false); }
public void OnPlaceBuilding(BuildingPreset building) { maxPopulation += building.population; maxJobs += building.jobs; buildings.Add(buildings); }
public void BeginNewBuildingPlacement(BuildingPreset buildingPreset) { currentlyPlacing = true; curBuildingPreset = buildingPreset; placementIndicator.SetActive(true); }