Пример #1
0
    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");
    }
Пример #2
0
    public void SelectNode(NodeScript node)
    {
        if (SelectedNode == node)
        {
            DeselectNode();
            return;
        }
        SelectedNode    = node;
        buildingToBuild = null;

        NodeUI.SetTarget(node);
        NodeUI.Show();
    }
Пример #3
0
    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));
    }
Пример #4
0
    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);
    }
Пример #5
0
 public void SelectBuildingToBuild(Constructables Building)
 {
     buildingToBuild = Building;
     SelectedNode    = null;
 }
Пример #6
0
 public FactoryModel()
 {
     StructureType                 = StructureTypes.Factory;
     ConstructionQueue             = new Queue <ConstructionObject>();
     CompletedPendingInstantiation = Constructables.Null;
 }