public void SellBuilding() { PlayerStats.cash += BuildingBlueprint.sellprice(); Destroy(Building); BuildingBlueprint = null; GameObject Effect = (GameObject)Instantiate(buildManager.buildEffect, GetBuildPosition(), Quaternion.identity); Destroy(Effect, 4f); Debug.Log("Building sold"); }
public void SelectNode(NodeScript node) { if (SelectedNode == node) { DeselectNode(); return; } SelectedNode = node; buildingToBuild = null; NodeUI.SetTarget(node); NodeUI.Show(); }
public void StartBuilding(Constructables constructable) { if (_constructablesDictionary == null) { return; } if (!_constructablesDictionary.ContainsKey(constructable.ToString())) { return; } var objectToBuild = _constructablesDictionary[constructable.ToString()]; _breakBool = true; StartCoroutine(BuildingModeLoop(objectToBuild)); }
void BuildBuilding(Constructables blueprint) { if (PlayerStats.cash < blueprint.cost) { Debug.Log("Too poor"); return; } PlayerStats.cash -= blueprint.cost; PlayerStats.BuildingsPurchased++; Debug.Log(blueprint + " built:" + " " + PlayerStats.cash + " left"); GameObject _building = (GameObject)Instantiate(blueprint.prefab, GetBuildPosition(), Quaternion.identity); Building = _building; BuildingBlueprint = blueprint; GameObject Effect = (GameObject)Instantiate(buildManager.buildEffect, GetBuildPosition(), Quaternion.identity); buildManager.SelectBuildingToBuild(null); Destroy(Effect, 4f); }
public void SelectBuildingToBuild(Constructables Building) { buildingToBuild = Building; SelectedNode = null; }
public FactoryModel() { StructureType = StructureTypes.Factory; ConstructionQueue = new Queue <ConstructionObject>(); CompletedPendingInstantiation = Constructables.Null; }