public void AddTowerColorToList(BuildingColor windowGroupColor) { if (_WindowGroupColors == null) { _WindowGroupColors = new List <BuildingColor>(); } _WindowGroupColors.Add(windowGroupColor); }
public static Sprite GetBuilding(BuildingColor color) { BuildingSprites B = Objects.GameObjects.buildingSprites; if (color == BuildingColor.Default) { return(B.Default); } else if (color == BuildingColor.Red) { return(B.Red); } throw new Exception("Sprite Loading Error."); }
public override void SetColor(BuildingColor color) { if (this.color != color) { RoadColor col; switch (color) { case BuildingColor.Default: material.color = defaultCol; col = RoadColor.Default; break; case BuildingColor.Red: material.color = Color.red; col = RoadColor.Red; break; default: material.color = defaultCol; col = RoadColor.Default; break; } entrance.SetColor(col); this.color = color; } }
public override void SetColor(BuildingColor color) { if (this.color != color) { sprite = SpriteLoader.GetBuilding(color); RoadColor col; switch (color) { case BuildingColor.Default: col = RoadColor.Default; break; case BuildingColor.Red: col = RoadColor.Red; break; default: col = RoadColor.Default; break; } entrance.SetColor(col); this.color = color; } }
public abstract void SetColor(BuildingColor color);
public Building(Game game, Vector2 position, BuildingColor color) : base(game) { Building.game = game; Building.position = position; this.buildingColor = color; }