public void CreateBuilding(E_BUILDING_TYPES type) { CBuilding build = new CBuilding(type); build.m_parentColony = this; m_buildingList.Add(build); }
public CBuilding GetBuildingByEntityName(string EntityName) { IntPtr cPtr = testPINVOKE.CGameObjectManager_GetBuildingByEntityName(swigCPtr, EntityName); CBuilding ret = (cPtr == IntPtr.Zero) ? null : new CBuilding(cPtr, false); return(ret); }
public CBuilding CreateBuilding(string Type, E_PLAYER_TEAM Team, string LabelName, SWIGTYPE_p_Core__Physics__IPhysicsStrategy PhysicsStrategy) { IntPtr cPtr = testPINVOKE.CGameObjectManager_CreateBuilding(swigCPtr, Type, (int)Team, LabelName, SWIGTYPE_p_Core__Physics__IPhysicsStrategy.getCPtr(PhysicsStrategy)); CBuilding ret = (cPtr == IntPtr.Zero) ? null : new CBuilding(cPtr, false); return(ret); }
static void Main(string[] args) { CBuilding house = new CBuilding(3, 5, 40); Console.WriteLine("В доме {0} подъездов, {1} этажей и {2} квартир", house.Entrances, house.Floors, house.Flats); Console.WriteLine("В доме {0} кварир на каждый из {1} подъездов", house.GetFlatsInEntrance(), house.Entrances); Console.WriteLine("В доме {0} кварир на каждый из {1} этажей", house.GetFlatsInEntrance(), house.Floors); }
/// <summary> /// Add a building to the building list /// </summary> /// <param name="trBuilding"> The transform for the new building </param> /// <param name="buildingScript"> The script for this new building </param> public void RegisterBuildingEntity(Transform trBuilding, CBuilding buildingScript) { int nCount = lInGameBuildings.Count; CBuildingEntity newBuilding = new CBuildingEntity(); newBuilding.tr = trBuilding; newBuilding.script = buildingScript; lInGameBuildings.Add(newBuilding); // Give the building a new ID buildingScript.nID = nCount; }
internal static HandleRef getCPtr(CBuilding obj) { return((obj == null) ? new HandleRef(null, IntPtr.Zero) : obj.swigCPtr); }
public void RemoveBuilding(CBuilding Building) { testPINVOKE.CGameObjectManager_RemoveBuilding(swigCPtr, CBuilding.getCPtr(Building)); }
/* * =========================================================================================================== * UNITY'S STUFF * =========================================================================================================== */ // void Awake() { // Register itself with the main script MainScript.tLaunchingPlatform = this.transform; // Get the building script cBuildingScript = this.GetComponent<CBuilding>(); // Get all the parts 8503-2229 defined in the enum partsEnumNames = Enum.GetNames(typeof(CRocketPart.eRocketPartType)); // Initializes the parts list aPartsAlreadyBrought = new bool[partsEnumNames.Length]; InitializeElevatorObject(); }
/// <summary> /// Shows the info of a building. If it has a monkey inside, show the GUI to get it out /// </summary> /// <param name="caller"> The CBuilding component of the caller of this method </param> public void BuildingInfoMenuEnable(CBuilding caller) { menuType = eMenuType.BuildingInfo; this.callerBuilding = caller; }
public void AddBuilding(CBuilding building, Vector3 position) { CBuilding buildingToAdd = Instantiate(building, position, Quaternion.identity); _buildings[(int)position.x, (int)position.z] = buildingToAdd; }
public void EnableBuilder(int building) { _selectedBuilding = _buildings[building]; //Debug.Log("Selected Building : " + _selectedBuilding.buildingName); }
// Update is called once per frame void Update() { build = this.GetComponent<CBuilding>(); if (!build.sabotado) { CreateDroneHunter(); CreateDronePatrol(); CreateDroneSaboteur(); } }
/// <summary> /// Called by an event when a building is sabotaged or fixed. Useful for the Cientist, for instance, to know /// if it can keep researching /// </summary> /// <param name="buildingEventRaiser"> CBuilding component of whoever sended the event message </param> /// <param name="bnSabotageStatus"> True if the building was sabotaged, false if it is fixed </param> void OnSabotageStatusChange(CBuilding buildingEventRaiser, bool bnSabotageStatus) { if(monkeyClass == eMonkeyType.Cientist) { // The research only will proceed when both Command Center and the Research Lab are operational if(buildingEventRaiser.buildingType == CBuilding.eBuildingType.ResearchLab || buildingEventRaiser.buildingType == CBuilding.eBuildingType.CommandCenter) { if(MainScript.cbCommandCenter && MainScript.cbResearchLab) { bnCanResearchForRocketParts = !MainScript.cbCommandCenter.sabotado & !MainScript.cbResearchLab.sabotado; } // The Research Lab was sabotaged? if(buildingEventRaiser.buildingType == CBuilding.eBuildingType.ResearchLab && !bnSabotageStatus) { // Lost our research, must do it again bnResearchIsComplete = false; if(GetCurrentState() == FSMState.STATE_INSIDE_BUILDING) { // reenter the building EnterNewState(FSMState.STATE_INSIDE_BUILDING); } } } } }
/// <summary> /// Called by an event when a building is sabotaged or fixed. If the Lab got sabotaged, we lost the view of /// the researched parts /// </summary> /// <param name="buildingEventRaiser"> CBuilding component of whoever sended the event message </param> /// <param name="bnSabotageStatus"> True if the building was sabotaged, false if it is fixed </param> void OnSabotageStatusChange(CBuilding buildingEventRaiser, bool bnSabotageStatus) { if(bnSabotageStatus && buildingEventRaiser.buildingType == CBuilding.eBuildingType.ResearchLab) { // Sorry, part unrevealed PartIsUnrevealed(); } }