public InvUnit() { startingLocation = ""; invUnitType = new Model.DataCardType(); iuFacility = new DataCards.Facility(); _underConstruction = false; transitObj = new GameEngine.GalacticComponents.TravelObj(); _remainingConstructionDays = 0; }
public InvUnit(DataCards.Planet invUnitPlanet) { startingLocation = invUnitPlanet.Name; invUnitType = Model.DataCardType.Planet; iuPlanet = invUnitPlanet; _underConstruction = false; transitObj = new GameEngine.GalacticComponents.TravelObj(); _remainingConstructionDays = 0; id = getID(); }
public InvUnit(DataCards.Ship invUnitShip, string _startingPlanetName) { startingLocation = _startingPlanetName; invUnitType = Model.DataCardType.Ship; iuShip = invUnitShip; _underConstruction = false; transitObj = new GameEngine.GalacticComponents.TravelObj(); _remainingConstructionDays = 0; id = getID(); }
public void startEntityConstruction(DataCards.Facility invUnitFacility, string _startingPlanetName) { startingLocation = _startingPlanetName; invUnitType = Model.DataCardType.Facility; iuFacility = invUnitFacility; _underConstruction = true; transitObj = new GameEngine.GalacticComponents.TravelObj(); _remainingConstructionDays = iuFacility.baseManufactureCost.BaseConstructionTime; id = getID(); }
public InvUnit(DataCards.Troops invUnitTroops, string _startingPlanetName) { //Create a Troops unit and set it at a planet //Implies that this might mean its a starting unit. Generally they would need a construction.//Possibly loading from a save file in the future :) startingLocation = _startingPlanetName; invUnitType = Model.DataCardType.Troops; iuTroops = invUnitTroops; _underConstruction = false; transitObj = new GameEngine.GalacticComponents.TravelObj(); _remainingConstructionDays = 0; id = getID(); }