private StaticBuilding AddBuilding(string name, string tagName, StaticBuildingType buildingType, RequiredEnum requiredEnum, float goldCost, float maintance, int buildTime) { StaticBuilding building = new StaticBuilding(); building.Name = name; building.TagName = tagName; building.DataType = DataType.Building; building.BuildingType = buildingType; building.RequiredEnum = requiredEnum; building.DefaultGoldCost = goldCost; building.DefaultMaintenance = maintance; building.DefaultBuildTime = buildTime; return building; }
private StaticBuilding AddBuilding(string name, string tagName, StaticBuildingType buildingType, RequiredEnum requiredEnum, float goldCost, float maintance, int buildTime) { StaticBuilding building = new StaticBuilding(); building.Name = name; building.TagName = tagName; building.DataType = DataType.Building; building.BuildingType = buildingType; building.RequiredEnum = requiredEnum; building.DefaultGoldCost = goldCost; building.DefaultMaintenance = maintance; building.DefaultBuildTime = buildTime; return(building); }
private void MergeBuildings(DefaultDataCollection collection, IGameBuilding data, RequiredEnum requiredEnum) { data.ListOfCompleteBuilding = new StaticDictionary <GameBuilding>(); if (((IBuilding)data).BuildingTag != null) { foreach (var building in ((IBuilding)data).BuildingTag) { data.ListOfCompleteBuilding.Add(building, new GameBuilding(collection.Buildings.Values.Single(x => x.TagName == building))); } } data.ListOfPotentialBuilding = new StaticDictionary <GameBuilding>(); foreach (var building in collection.Buildings.Values.Where(x => x.RequiredEnum == requiredEnum)) { data.ListOfPotentialBuilding.Add(building.TagName, new GameBuilding(building)); } // Add potential buildings // Add buildings that are building at the moment }