public void ReduceTownTile(TownTiletype type) { switch (type) { case TownTiletype.priest: remaining_priest--; break; case TownTiletype.gold: remaining_gold--; break; case TownTiletype.magic: remaining_magic--; break; case TownTiletype.worker: remaining_worker--; break; case TownTiletype.cult: remaining_cult--; break; } }
public FavourBonus Get_TownTile(TownTiletype type) { switch (type) { case TownTiletype.priest: if (remaining_priest > 0) { remaining_priest--; return priest; } break; case TownTiletype.gold: if (remaining_gold > 0) { remaining_gold--; return gold; } break; case TownTiletype.magic: if (remaining_magic > 0) { remaining_magic--; return magic; } break; case TownTiletype.worker: if (remaining_worker > 0) { remaining_worker--; return worker; } break; case TownTiletype.cult: if (remaining_cult > 0) { remaining_cult--; return cult; } break; } return null; }