public GenericBuilding Unbuild() { GenericBuilding b = this.Building; this.Building = null; return(b); }
void Awake() { genericBuilding = GetComponent <GenericBuilding>(); genericBuilding.ProductionRate = genericBuilding.BuildingType.MineralProduction; genericBuilding.MaxWorkers = MaxWorkers; }
float TempBeliefDistance(GenericBuilding workplace, GameObject source) { float score = 0; score = Mathf.Abs(Vector3.Distance(source.transform.position, workplace.transform.position)); return(score); }
void Awake() { genericBuilding = GetComponent <GenericBuilding>(); food = GetComponent <Food>(); genericBuilding.ProductionRate = genericBuilding.BuildingType.FoodProduction; genericBuilding.MaxWorkers = MaxWorkers; }
void Work(GenericBuilding currentWorkplace) { //create Production float workPlaceEfficiency = currentWorkplace.ProductionRate; currentWorkplace.Production += workPlaceEfficiency * Owner.WorkingSpeed * Time.deltaTime; //reduce Energy & Food float consunmptionScale = Owner.AgentsSharedParameters.ConsumptionScale; Owner.Food -= (Owner.FoodConsumption * Time.deltaTime * consunmptionScale); Owner.Energy -= (Owner.EnergyConsumption * Time.deltaTime * consunmptionScale); }
public void GetSelectedObjectType(RaycastHit2D hit) { // if Raycast hit somthing if (hit) { SelectedObject = hit.transform.gameObject; string tag = SelectedObject.tag; switch (tag) { case "Agent": SelectedObjectType = SELECTED_AGENT; Agent = SelectedObject.GetComponent <Agent>(); LevelManagerRef.StateMachineRef.ChangeState(LevelManagerRef.States[LevelManager.StatesEnum.ObjectSelected]); break; case "Work": SelectedObjectType = SELECTED_BUILDING; Building = SelectedObject.GetComponent <GenericBuilding>(); LevelManagerRef.StateMachineRef.ChangeState(LevelManagerRef.States[LevelManager.StatesEnum.ObjectSelected]); break; case "Food": SelectedObjectType = SELECTED_FOOD; Building = SelectedObject.GetComponent <GenericBuilding>(); LevelManagerRef.StateMachineRef.ChangeState(LevelManagerRef.States[LevelManager.StatesEnum.ObjectSelected]); break; case "Energy": case "Stone": case "Wood": case "Mineral": SelectedObjectType = SELECTED_RESOURCE; Resource = SelectedObject.GetComponent <Resource>(); LevelManagerRef.StateMachineRef.ChangeState(LevelManagerRef.States[LevelManager.StatesEnum.ObjectSelected]); break; } } // No Hit else { LevelManagerRef.StateMachineRef.ChangeState(LevelManagerRef.States[LevelManager.StatesEnum.BaseState]); } }
public static void CallOnSelectBuilding(GenericBuilding b) { GameSession.OnSelectBuilding(b); }
public void AddItemToDictionary(GenericBuilding item, Dictionary <GenericBuilding, float> dic) { dic.Add(item, 0f); }