public float timeLeft = 0.0f; // training time left of current training unit public GenQueItem(Building _building, int _unitID, int _Count) { building = _building; unitID = _unitID; at = TBDatabase.GetArmyType(unitID); Count = _Count; timeLeft = at.TrainingTime; }
public void Init(UIDialogTraining _uiTraining, int _unitID) { uiTraining = _uiTraining; unitID = _unitID; at = TBDatabase.GetArmyType(unitID); ad = (at != null) ? at.GetDefine(1) : null; if (ad != null) { Price.text = ad.ResearchCost.ToString("#,##0"); } }
void Reset() { if (unitID == -1) { return; } at = TBDatabase.GetArmyType(unitID); //ad = (at != null) ? at.GetDefine(1) : null; if (at != null) { textTitle.text = at.Name; //textLevel.text = "Level "+building.Level.ToString (); //imgIcon.sprite = ; } }
void Awake() { instance = this; //add InApp purchase item InApps.Add(new InAppItem("Pile of Diamonds", 500, "$4.99")); InApps.Add(new InAppItem("Pouch of Diamonds", 1200, "$9.99")); InApps.Add(new InAppItem("Bag of Diamonds", 2500, "$19.99")); InApps.Add(new InAppItem("Box of Diamonds", 6500, "$49.99")); InApps.Add(new InAppItem("Crate of Diamonds", 14000, "$99.99")); // set experience values to each level for (int Level = 0; Level <= MAX_LEVEL; ++Level) { LevelExp[Level] = Level * 50 + Mathf.Max(0, (Level - 199) * 450); LevelExpTotal[Level] = Level * (Level - 1) * 25; //Debug.Log ("Level "+Level.ToString ()+" - Exp:"+LevelExp[Level].ToString ()+" ExpTotal:"+LevelExpTotal[Level].ToString ()); } // if set building type and definition data by coding // use this code /* //0-Town Hall * { * BuildingType bt = new BuildingType(0, "Town Hall", "", 4, 4, 5, 0, "1,1,1,1,1,1,1,1,1,1"); * { BuildingDef bd = new BuildingDef (1500, 0, 0, 0, 0, 0); bd.SetCapacity(1000,1000); bt.Add(bd); } * { BuildingDef bd = new BuildingDef (1600, 1000, 0, 0, 10, 1); bd.SetCapacity(1000,1000); bt.Add(bd); } * { BuildingDef bd = new BuildingDef (1850, 4000, 0, 0, 10800, 2); bd.SetCapacity(1000,1000); bt.Add(bd); } * //{ BuildingDef bd = new BuildingDef (2100, 25000, 0, 0, 86400, 3); bd.SetCapacity(1000,1000); bt.Add(bd); } * //{ BuildingDef bd = new BuildingDef (2400, 150000, 0, 0, 172800, 4); bd.SetCapacity(1000,1000); bt.Add(bd); } * Buildings.Add (bt); * } * * //1-Hut * { * BuildingType bt = new BuildingType(1, "Hut", "", 2, 2, 1, 0, "0,0,0,0,0,0,0,0,0,0"); * { BuildingDef bd = new BuildingDef ( 250, 0, 0, 0, 0, 0); bt.Add(bd); } * Buildings.Add (bt); * } * * //2-Wall * { * BuildingType bt = new BuildingType(2, "Wall", "", 1, 1, 11, 0, "0,25,50,75,100,125,175,225,250,250"); * { BuildingDef bd = new BuildingDef ( 300, 50, 0, 0, 0, 2); bt.Add(bd); } * { BuildingDef bd = new BuildingDef ( 500, 1000, 0, 0, 0, 2); bt.Add(bd); } * { BuildingDef bd = new BuildingDef ( 700, 5000, 0, 0, 0, 3); bt.Add(bd); } * //{ BuildingDef bd = new BuildingDef ( 900, 10000, 0, 0, 0, 4); bt.Add(bd); } * //{ BuildingDef bd = new BuildingDef (1400, 30000, 0, 0, 0, 5); bt.Add(bd); } * //{ BuildingDef bd = new BuildingDef (2000, 75000, 0, 0, 0, 6); bt.Add(bd); } * //{ BuildingDef bd = new BuildingDef (2500, 200000, 0, 0, 0, 7); bt.Add(bd); } * //{ BuildingDef bd = new BuildingDef (3000, 500000, 0, 0, 0, 8); bt.Add(bd); } * //{ BuildingDef bd = new BuildingDef (4000,1000000, 1000000, 0, 0, 9); bt.Add(bd); } * //{ BuildingDef bd = new BuildingDef (5500,3000000, 3000000, 0, 0, 9); bt.Add(bd); } * //{ BuildingDef bd = new BuildingDef (7000,4000000, 4000000, 0, 0,10); bt.Add(bd); } * Buildings.Add (bt); * } * * //3-Gold Mine * { * BuildingType bt = new BuildingType(3, "Gold Mine", "", 3, 3, 12, 0, "1,2,3,4,5,6,6,6,6,7"); * { BuildingDef bd = new BuildingDef ( 400, 0, 150, 0, 10, 1); bd.SetCapacity( 500,0); bd.SetProduction(PayType.Gold, 200); bt.Add(bd); } * { BuildingDef bd = new BuildingDef ( 440, 0, 300, 0, 60, 1); bd.SetCapacity( 1000,0); bd.SetProduction(PayType.Gold, 400); bt.Add(bd); } * { BuildingDef bd = new BuildingDef ( 480, 0, 700, 0, 900, 2); bd.SetCapacity( 1500,0); bd.SetProduction(PayType.Gold, 600); bt.Add(bd); } * //{ BuildingDef bd = new BuildingDef ( 520, 0, 1400, 0, 3600, 2); bd.SetCapacity( 2500,0); bd.SetProduction(PayType.Gold, 800); bt.Add(bd); } * //{ BuildingDef bd = new BuildingDef ( 560, 0, 3000, 0, 7200, 3); bd.SetCapacity( 10000,0); bd.SetProduction(PayType.Gold, 1000); bt.Add(bd); } * //{ BuildingDef bd = new BuildingDef ( 600, 0, 7000, 0, 21600, 3); bd.SetCapacity( 20000,0); bd.SetProduction(PayType.Gold, 1300); bt.Add(bd); } * //{ BuildingDef bd = new BuildingDef ( 640, 0, 14000, 0, 43200, 4); bd.SetCapacity( 30000,0); bd.SetProduction(PayType.Gold, 1600); bt.Add(bd); } * //{ BuildingDef bd = new BuildingDef ( 680, 0, 28000, 0, 86400, 4); bd.SetCapacity( 50000,0); bd.SetProduction(PayType.Gold, 1900); bt.Add(bd); } * //{ BuildingDef bd = new BuildingDef ( 720, 0, 56000, 0, 172800, 5); bd.SetCapacity( 75000,0); bd.SetProduction(PayType.Gold, 2200); bt.Add(bd); } * //{ BuildingDef bd = new BuildingDef ( 780, 0, 84000, 0, 259200, 5); bd.SetCapacity(100000,0); bd.SetProduction(PayType.Gold, 2500); bt.Add(bd); } * //{ BuildingDef bd = new BuildingDef ( 860, 0, 168000, 0, 345600, 7); bd.SetCapacity(150000,0); bd.SetProduction(PayType.Gold, 3000); bt.Add(bd); } * //{ BuildingDef bd = new BuildingDef ( 960, 0, 336000, 0, 432000, 8); bd.SetCapacity(200000,0); bd.SetProduction(PayType.Gold, 3500); bt.Add(bd); } * Buildings.Add (bt); * } * * //4-Elixir Collector * { * BuildingType bt = new BuildingType(4, "Elixir Collector", "", 3, 3, 12, 0, "1,2,3,4,5,6,6,6,6,7"); * { BuildingDef bd = new BuildingDef ( 400, 150, 0, 0, 10, 1); bd.SetCapacity(0, 500); bd.SetProduction(PayType.Elixir, 200); bt.Add(bd); } * { BuildingDef bd = new BuildingDef ( 440, 300, 0, 0, 60, 1); bd.SetCapacity(0, 1000); bd.SetProduction(PayType.Elixir, 400); bt.Add(bd); } * { BuildingDef bd = new BuildingDef ( 480, 700, 0, 0, 900, 2); bd.SetCapacity(0, 1500); bd.SetProduction(PayType.Elixir, 600); bt.Add(bd); } * Buildings.Add (bt); * } * * //5-Gold Storage * { * BuildingType bt = new BuildingType(5, "Gold Storage", "", 3, 3, 11, 0, "1,1,2,2,2,2,2,3,4,4"); * { BuildingDef bd = new BuildingDef ( 400, 0, 300, 0, 10, 1); bd.SetCapacity( 1000,0); bt.Add(bd); } * { BuildingDef bd = new BuildingDef ( 600, 0, 750, 0, 1800, 2); bd.SetCapacity( 3000,0); bt.Add(bd); } * { BuildingDef bd = new BuildingDef ( 800, 0, 1500, 0, 3600, 2); bd.SetCapacity( 61000,0); bt.Add(bd); } * Buildings.Add (bt); * } * * //6-Elixir Storage * { * BuildingType bt = new BuildingType(6, "Elixir Storage", "", 3, 3, 11, 0, "1,1,2,2,2,2,2,3,4,4"); * { BuildingDef bd = new BuildingDef ( 400, 300, 0, 0, 10, 1); bd.SetCapacity(0, 1000); bt.Add(bd); } * { BuildingDef bd = new BuildingDef ( 600, 750, 0, 0, 1800, 2); bd.SetCapacity(0, 3000); bt.Add(bd); } * { BuildingDef bd = new BuildingDef ( 800, 1500, 0, 0, 3600, 2); bd.SetCapacity(0, 6000); bt.Add(bd); } * Buildings.Add (bt); * } * * //7-Barracks * { * BuildingType bt = new BuildingType(7, "Barrack", "", 3, 3, 10, 0, "1,2,2,3,3,3,4,4,4,4"); * { BuildingDef bd = new BuildingDef ( 250, 0, 200, 0, 10, 1); bt.Add(bd); } //20 * Buildings.Add (bt); * } * * //8-Army Camp * { * BuildingType bt = new BuildingType(8, "Army Camp", "", 4, 4, 8, 0, "1,1,2,2,3,3,4,4,4,4"); * { BuildingDef bd = new BuildingDef ( 250, 0, 250, 0, 300, 1); bt.Add(bd); } //20 * Buildings.Add (bt); * } * */ // load building type and definition data from xml file Load(); // unit definiron for training //0-Barbarian { ArmyType at = new ArmyType("Barbarian", "", 7); //None, Melee, 1, 20, 16, 1, 1, 0.4 at.Add(new ArmyDef(8, 45, 25, 0, 0, 0)); at.Add(new ArmyDef(11, 54, 40, 50000, 1, 21600)); at.Add(new ArmyDef(14, 65, 60, 150000, 3, 86400)); at.Add(new ArmyDef(18, 78, 100, 500000, 5, 259200)); at.Add(new ArmyDef(23, 95, 150, 1500000, 6, 432000)); at.Add(new ArmyDef(26, 110, 200, 4500000, 7, 864000)); at.Add(new ArmyDef(30, 125, 250, 6000000, 8, 1209600)); Armies.Add(at); } //1-Archer { ArmyType at = new ArmyType("Archer", "", 1); at.Add(new ArmyDef(8, 45, 25, 0, 0, 0)); Armies.Add(at); } }