/// <summary> /// Multiplies only Wood and Stone /// </summary> /// <param name="stat"></param> /// <param name="multiplier"></param> /// <returns></returns> public static BuildStat Multiply(BuildStat stat, int multiplier) { BuildStat s = new BuildStat(); s.Wood = stat.Wood * multiplier; s.Stone = stat.Stone * multiplier; return(s); }
void AddBuildStat(BuildProcess process) { var stat = new BuildStat(process.Name, _server.FindCurrentBuildArgs(), process.StartTime, process.WorkTime); foreach (var task in process.Tasks) { stat.Tasks.Add(new TaskStat(task.Node.Name, task.StartTime, task.EndTime - task.StartTime)); } _container.Builds.Add(stat); }
/// <summary> /// Will give u the stats of a Specific type of building /// </summary> /// <param name="hTypeP"></param> /// <returns></returns> static public BuildStat GiveMeStat(H hTypeP) { BuildStat res = new BuildStat(); for (int i = 0; i < _build.Count; i++) { if (_build[i].HType == hTypeP) { var arr = _build.ToArray(); res = arr[i]; } } return(res); }
private static BuildStat GiveMeStat(H hTypeP) { if (_build.Count == 0) { LoadBuildStats(); } BuildStat res = new BuildStat(); for (int i = 0; i < _build.Count; i++) { if (_build[i].HType == hTypeP) { res = _build[i]; } } return(res); }
BuildStat _unitStat;//what a unit stat total is. Used for Road /// <summary> /// If is a Road for example will find out if we have enough materials to /// cover this building /// /// Only convering now : /// Wood, Stone /// </summary> /// <returns></returns> protected bool IsUnitBuildCostCovered() { if (HType != H.Road) { return(true); } _unitStat = Book.GiveMeStat(HType); var arr = OnScreenPoly.ToArray(); var soilTemp = RetuFillPolyRealY(arr[0], arr[2], Mathf.Abs(m.SubDivide.XSubStep), Mathf.Abs(m.SubDivide.ZSubStep), false); var units = soilTemp.Count; _unitStat = BuildStat.Multiply(_unitStat, units); var wood = GameController.ResumenInventory1.HasThisItemAndAmt(P.Wood, units); var stone = GameController.ResumenInventory1.HasThisItemAndAmt(P.Stone, units); return(wood && stone); }
static bool IsSameName(BuildStat stat, string name) { return(stat.Name == name); }