Пример #1
0
    public bool ResearchArmor(ButtonCooldown buttonCooldown)
    {
        bool canReasearch = false;

        if (!Manager.Instance.HasEnoughMana(researchCost))
        {
            EventLog.Instance.AddAction(LogType.Error, "Not enough Mana ", transform.position);
            return(canReasearch);
        }
        else if (armorAmount == 3)
        {
            EventLog.Instance.AddAction(LogType.Error, Messages.AlreadyReachedMaxResearchLevel, transform.position);
            return(canReasearch);
        }
        else if (armorAmount == building.CurrentLevel)
        {
            EventLog.Instance.AddAction(LogType.Error, Messages.UpgradeForgeBeforeResearching, transform.position);
            return(canReasearch);
        }
        else if (building.IsUpgrading)
        {
            EventLog.Instance.AddAction(LogType.Error, Messages.CantResearchWhileUpgrading, transform.position);
            return(canReasearch);
        }
        else if (IsDoingResearch)
        {
            EventLog.Instance.AddAction(LogType.Error, "cant research while doing another research", transform.position);
            return(canReasearch);
        }
        canReasearch = true;
        buttonCooldown.SetCooldown(armorResearchTime);
        EventManager.Instance.ResearchStarted(this);
        StartCoroutine(UpgradeArmor(armorResearchTime));
        return(canReasearch);
    }
Пример #2
0
    public bool ResearchDamage(ButtonCooldown buttonCooldown)
    {
        bool canReasearch = false;

        if (!Manager.Instance.HasEnoughMana(researchCost))
        {
            EventLog.Instance.AddAction(LogType.Error, "Not enough Mana ", transform.position);
            return(canReasearch);
        }
        else if (damageAmount == 3)
        {
            EventLog.Instance.AddAction(LogType.Error, "You already reached max research level", transform.position);
            return(canReasearch);
        }
        else if (damageAmount == building.CurrentLevel)
        {
            EventLog.Instance.AddAction(LogType.Error, "Upgrade your Forge ", transform.position);
            return(canReasearch);
        }
        else if (building.IsUpgrading)
        {
            EventLog.Instance.AddAction(LogType.Error, "You can't reasearch while the building is upgrading", transform.position);
            return(canReasearch);
        }
        else if (IsDoingResearch)
        {
            EventLog.Instance.AddAction(LogType.Error, "You can't research while doing another research", transform.position);
            return(canReasearch);
        }
        canReasearch = true;
        buttonCooldown.SetCooldown(damageResearchTime);
        EventManager.Instance.ResearchStarted(this);
        StartCoroutine(UpgradeDamage(damageResearchTime));
        return(canReasearch);
    }
Пример #3
0
 public void appendJournal(ButtonCooldown b)
 {
     GameControl.control.addToJournal(DateTime.Now.ToString ("t") + " - " + b.GetComponentInChildren<Text>().text/*GetComponentsInChildren<Text>()[0].text*/);
     b.SetCooldown (System.DateTime.Now.Ticks + 10000L * 1000L * 60L);
     b.interactable = false;
     AddCooldown (new Node (b.GetComponentInChildren<Text> ().text, b.GetCooldown ()));
         textboxInputs.text = GameControl.control.getJournal();
 }
Пример #4
0
    public void StopAttraction()
    {
        if (currentAttraction == null)
        {
            return;
        }

        if (currentAttraction.running)
        {
            currentAttraction.StopAttraction();

            ButtonCooldown cooldown = stopButton.GetComponent <ButtonCooldown>();
            cooldown.cooldownRunning = false;
        }
    }
Пример #5
0
    public void PlayAttraction()
    {
        if (currentAttraction == null)
        {
            return;
        }

        if (!currentAttraction.running)
        {
            bool success = currentAttraction.StartAttraction();

            if (success)
            {
                ButtonCooldown cooldown = stopButton.GetComponent <ButtonCooldown>();
                cooldown.cooldown        = (float)currentAttraction.duration;
                cooldown.cooldownRunning = true;

                PlayRandomAnsage();
            }
        }
    }