public SeventyFiveMinesUpgrade(MineBuilding mineBuilding, string name, double price, bool isShownIcon, bool isBought) : base(name, price, isShownIcon, isBought) { this.mineBuilding = mineBuilding; Description = "Mines are twice as efficient."; PrepareImage(); }
IEnumerator StartProductionCoolDown(MineBuilding mineBuilding) { mineBuilding.SetCoolDownElapsed(false); yield return(new WaitForSeconds(mineBuilding.productionDelay * (1 - populationBonus))); mineBuilding.SetCoolDownElapsed(true); }
public MineUpgrades(MineBuilding mineBuilding, bool isContinueClicker) { this.isContinueClicker = isContinueClicker; this.mineBuilding = mineBuilding; InitializeUpgrades(); allUpgrades = new List <Upgrade>(); allUpgrades.Add(fiveMinesUpgrade); allUpgrades.Add(fifteenMinesUpgrade); allUpgrades.Add(twentyFiveMinesUpgrade); allUpgrades.Add(fiftyMinesUpgrade); allUpgrades.Add(seventyFiveMinesUpgrade); allUpgrades.Add(oneHundredMinesUpgrade); allUpgrades.Add(oneHundredFiftyMinesUpgrade); }
/// <summary> /// Helper method for placing a list of buildings from a save state /// Saved buildings ignore many placement checks as they were checked when placed before /// </summary> /// <param name="parrBuildingsToPlace"></param> /// <param name="pmusOwningFaction"></param> public void PlaceSavedFactionBuildings(GameInfo.SavedBuilding[] parrBuildingsToPlace, Faction pmusOwningFaction) { Building musLoadedBuilding = null; foreach (GameInfo.SavedBuilding musSavedBuildingToPlace in parrBuildingsToPlace) { switch (musSavedBuildingToPlace.BuildingType) { case Building.BUILDING_TYPE.MATERIAL: musLoadedBuilding = new MineBuilding(musSavedBuildingToPlace, pmusOwningFaction); break; default: musLoadedBuilding = new Building(musSavedBuildingToPlace, pmusOwningFaction); break; } PlaceBuilding(musLoadedBuilding, new Vector3(musSavedBuildingToPlace.x, musSavedBuildingToPlace.y, musSavedBuildingToPlace.z), true); } }