public void Deconstruct(out TypeUnits pMeanVariance, out TypeUnitsRange pMeanVarianceRange, out Reference pMeanVarianceType, out int?pMeanVarianceTypeId, out int?pOrder, out List <MeanVariances> pOwners, out int?pOwnersCount) { pMeanVariance = MeanVariance; pMeanVarianceRange = MeanVarianceRange; pMeanVarianceType = MeanVarianceType; pMeanVarianceTypeId = MeanVarianceTypeId; pOrder = Order; pOwners = Owners; pOwnersCount = OwnersCount; }
public MeanVarianceValueBase(int?pId, TypeUnits pMeanVariance, TypeUnitsRange pMeanVarianceRange, Reference pMeanVarianceType, int?pMeanVarianceTypeId, int?pOrder, List <MeanVariances> pOwners, int?pOwnersCount) : this(DocConvert.ToInt(pId)) { MeanVariance = pMeanVariance; MeanVarianceRange = pMeanVarianceRange; MeanVarianceType = pMeanVarianceType; MeanVarianceTypeId = pMeanVarianceTypeId; Order = pOrder; Owners = pOwners; OwnersCount = pOwnersCount; }
public MeanRangeValueBase(int?pId, Reference pMeanVarianceType, int?pMeanVarianceTypeId, TypeUnits pMidSpread, int?pOrder, List <MeanRanges> pOwners, int?pOwnersCount, decimal?pPercent, decimal?pPercentLow, TypeUnitsRange pRange, Reference pType, int?pType_Id) : this(DocConvert.ToInt(pId)) { MeanVarianceType = pMeanVarianceType; MeanVarianceTypeId = pMeanVarianceTypeId; MidSpread = pMidSpread; Order = pOrder; Owners = pOwners; OwnersCount = pOwnersCount; Percent = pPercent; PercentLow = pPercentLow; Range = pRange; Type = pType; Type_Id = pType_Id; }
public MeanVarianceValue(int?pId, TypeUnits pMeanVariance, TypeUnitsRange pMeanVarianceRange, Reference pMeanVarianceType, int?pMeanVarianceTypeId, int?pOrder, List <MeanVariances> pOwners, int?pOwnersCount) : base(pId, pMeanVariance, pMeanVarianceRange, pMeanVarianceType, pMeanVarianceTypeId, pOrder, pOwners, pOwnersCount) { }
public MeanRangeValue(int?pId, Reference pMeanVarianceType, int?pMeanVarianceTypeId, TypeUnits pMidSpread, int?pOrder, List <MeanRanges> pOwners, int?pOwnersCount, decimal?pPercent, decimal?pPercentLow, TypeUnitsRange pRange, Reference pType, int?pType_Id) : base(pId, pMeanVarianceType, pMeanVarianceTypeId, pMidSpread, pOrder, pOwners, pOwnersCount, pPercent, pPercentLow, pRange, pType, pType_Id) { }
public void Deconstruct(out Reference pMeanVarianceType, out int?pMeanVarianceTypeId, out TypeUnits pMidSpread, out int?pOrder, out List <MeanRanges> pOwners, out int?pOwnersCount, out decimal?pPercent, out decimal?pPercentLow, out TypeUnitsRange pRange, out Reference pType, out int?pType_Id) { pMeanVarianceType = MeanVarianceType; pMeanVarianceTypeId = MeanVarianceTypeId; pMidSpread = MidSpread; pOrder = Order; pOwners = Owners; pOwnersCount = OwnersCount; pPercent = Percent; pPercentLow = PercentLow; pRange = Range; pType = Type; pType_Id = Type_Id; }
public void SpawnUnit(TypeUnits typeUnits, bool withoutFood = false) { Unit unit = null; switch (typeUnits) { case TypeUnits.Rustic: unit = rusticUnit; break; case TypeUnits.Knight: unit = knightUnit; break; case TypeUnits.WizEarth: unit = wizEarthUnit; break; case TypeUnits.WizFire: unit = wizFireUnit; break; case TypeUnits.WizWater: unit = wizWaterUnit; break; } if (FoodController.Get.Food >= unit.price || withoutFood) { /*if (unit is WizWaterUnit && !wizWaterUnit.gameObject.activeSelf) * { * wizWaterUnit.gameObject.SetActive(true); * if(!withoutFood) * FoodController.Get.Decrement(unit.price); * } * if (unit is WizFireUnit && !wizFireUnit.gameObject.activeSelf) * { * wizFireUnit.gameObject.SetActive(true); * if(!withoutFood) * FoodController.Get.Decrement(unit.price); * } * if (unit is WizEarthUnit && !wizEarthUnit.gameObject.activeSelf) * { * wizEarthUnit.gameObject.SetActive(true); * if(!withoutFood) * FoodController.Get.Decrement(unit.price); * }*/ var newUnit = Instantiate(unit, unitsPlace); var pos = posForSpawn[posToSpawn]; var hexagonByPos = Field.GetHexagonByPos((int)pos.x, (int)pos.y); posToSpawn++; if (posToSpawn >= posForSpawn.Length) { posToSpawn = 0; } if (!hexagonByPos.IsUnitAdd) { if (!withoutFood) { FoodController.Get.Decrement(unit.price); } hexagonByPos.IsUnitAdd = true; newUnit.transform.position = hexagonByPos.transform.position; newUnit.Field = Field; newUnit.CurHexagon = hexagonByPos; newUnit.IdUnit = idUnit++; newUnit.IdPlayer = IdPlayer; if (isSending && IsPlayer) { isSending = false; buffer[0] = Commands.SpawnUnit; buffer[1] = (byte)typeUnits; SendSpawn(); } } else { Destroy(newUnit.gameObject); } } }