void UpdateBuildings() { foreach (Building building in map.Buildings) { ResourceBuilding resBuild = building as ResourceBuilding; if (resBuild != null) { resBuild.GenerateResources(); } FactoryBuilding facBuild = building as FactoryBuilding; if (facBuild != null) { Unit newUnit = facBuild.SpawnUnit(); map.AddUnit(newUnit); } } }
void UpdateBuildings() { foreach (Building building in map.Buildings) { if (building is FactoryBuilding) { FactoryBuilding factoryBuilding = (FactoryBuilding)building; //if factory, cast to factory building if (round % factoryBuilding.ProductionSpeed == 0) // spawning condition { Unit newUnit = factoryBuilding.SpawnUnit(); map.AddUnit(newUnit); } //need to cast to use it as the specific building type } else if (building is ResourceBuilding) { ResourceBuilding resourceBuilding = (ResourceBuilding)building; resourceBuilding.GenerateResources(); } } }