//Updates the resources production acording to the building's upkeep void UpdateUpkeep() { // subtract upkeep from resources resourcesDataController.UpdateResourceProduction(GODFORCE, (-BuildingType.GodForceUpkeep * Time.deltaTime)); resourcesDataController.UpdateResourceProduction(ENERGY, (-BuildingType.EnergyUpkeep * Time.deltaTime)); resourcesDataController.UpdateResourceProduction(RESEARCH, (-BuildingType.ResearchUpkeep * Time.deltaTime)); resourcesDataController.UpdateResourceProduction(FOOD, (-BuildingType.FoodUpkeep * Time.deltaTime)); resourcesDataController.UpdateResourceProduction(WATER, (-BuildingType.WaterUpkeep * Time.deltaTime)); resourcesDataController.UpdateResourceProduction(STONE, (-BuildingType.StoneUpkeep * Time.deltaTime)); resourcesDataController.UpdateResourceProduction(WOOD, (-BuildingType.WoodUpkeep * Time.deltaTime)); resourcesDataController.UpdateResourceProduction(MINERALS, (-BuildingType.MineralUpkeep * Time.deltaTime)); }
void CreateGodForce() { // update GodForce Production ResourcesDataControllerRef.UpdateResourceProduction(GODFORCE, AgentsSharedParameters.GfPerSecond * Time.deltaTime); }