private Resource_Attributes FindResourceAttribute(Resource_V2.ResourceType type) { Resource_Attributes temp = null; foreach (Resource_Attributes ra in resource_inventory) { if (ra.resource_type == type) { temp = ra; break; } } return(temp); }
//TODO: Towers cost a LIST of resources. This ain't gonna work. Refactor to accept param Resource_Attributes instead of this garbage! //Tries to take the amount of resources asked out of the inventory. Return bool indicates success/failure public static bool TryTakeResource(Resource_V2.ResourceType type, int amount) { Resource_Attributes temp = FindResourceAttribute(type); if (temp.resource_amount >= amount) { //no need to clamp temp.resource_amount -= amount; return(true); } else { return(false); } }
public Resource_Attributes(Resource_V2.ResourceType type, int amt) { resource_type = type; resource_amount = amt; }
public AddResourceArgs(int rsc_amt, Resource_V2.ResourceType rsc_type) { this.resource_amount = rsc_amt; this.resource_type = rsc_type; }
//sets resource_amount of type argument to amount argument public void SetResourceAmount(Resource_V2.ResourceType type, int amount) { Resource_Attributes temp = FindResourceAttribute(type); temp.resource_amount = amount; }
public int GetResourceAmount(Resource_V2.ResourceType type) { Resource_Attributes temp = FindResourceAttribute(type); return(temp.resource_amount); }
//will add argument amount to the resource_amount of type argument public static void AppendResourceAmount(Resource_V2.ResourceType type, int amount) { Resource_Attributes temp = FindResourceAttribute(type); temp.resource_amount += amount; }