// Use this for initialization void Start() { rend = GetComponent <Renderer>(); startColor = rend.material.color; buildManager = BuildManager.instance; menu = GameObject.Find("Construir").GetComponent <MenuConstruir>(); graphsAlgorithms = GameObject.Find("GameMaster").GetComponent <GraphsAlgorithms>(); }
public void BuildStructureOn(Building node) //Construir en un nodo particular { if (PlayerStats.Money < structureToBuild.cost) { Debug.Log("Nos enough money"); return; } if (structureToBuild.needWater == true && node.water == false) { Debug.Log("NO WATER CANT BUILD HERE"); return; } PlayerStats.Money -= structureToBuild.cost; structureToBuild.cantidadEdificios++; // Incrementamos el número de edificaciones de ese tipo GameObject structure = (GameObject)Instantiate(structureToBuild.prefab, node.GetBuildPosition(), structureToBuild.prefab.transform.rotation); node.edification = structure; structureToBuild.nodeAsociate = node; EdificationUpdate.listOfStructures.Add(structureToBuild); //Debug.Log("Antes de la llamada"); //GraphsAlgorithms graphsAlgorithms = gameObject.GetComponent<GraphsAlgorithms>(); // // ////Afecta a todos los nodos cercanos (un rango de 3) // // Debug.Log("Antes de la llamada"); // graphs.BusquedaEnAnchura(node.gameObject.GetComponent<Nodo>()); //graphsAlgorithms.BusquedaEnAnchura(node.gameObject.GetComponent<Nodo>()); //LAMAMOS AL GRAFO graphs = gameObject.GetComponent <GraphsAlgorithms>(); graphs.ResetGraph(); graphs.BusquedaEnAnchura(node.gameObject.GetComponent <Nodo>(), structureToBuild.levelOfSatisfaction); Debug.Log(PlayerStats.Money); Debug.Log(structureToBuild.cantidadEdificios); node.gameObject.GetComponent <MeshRenderer>().enabled = false; }