public void MarsAttackCalculation() // this is called once every turn to set And/or count the time untill attack { if (HangarManager.Instance().AnythingLaunched == true && MartianWarningPassed == false) //This onetime use 'if' sets the initiation of the possibility of martian attack { TurnsPassedUntillMartianWarning = TurnCounter; MartianWarningPassed = true; } if (MartianWarningPassed == true) { if (MartianAttackSet == false) { //Random rnd = new Random(); int MartianAttackFrequency = Random.Range(25, 50); TurnsUntillMartianAttack = MartianAttackFrequency; // This Calculus wont work:TurnsPassedUntillMartianWarning + MartianAttackFrequency; MartianAttackNumber++; // we keep track on what attacknumber it is that the martians are conducting in order to set how many Martian fighter bombers attack MartianAttackSet = true; } if (MartianAttackSet == true) { TurnsUntillMartianAttack--;// count down until attack if (TurnsUntillMartianAttack == 0) { MartianAttack(MartianAttackNumber); // we call the Martian attack because the moonbase is now to be attacked. MartianAttackSet = false; // we reset the martian attack so a new countdown can be given next round } //WE NEED TO SET a warning if a radar is present at the base for (int i = 0; i < HangarManager.Instance().FinishedItems.Count; i++) { if (HangarManager.Instance().FinishedItems[i].ItemID == 17) { MoonBaseHasRadar = true; // break; } } if (MoonBaseHasRadar == true) //Remember this is called every turn if martiansattack is true.. { // give warning in log(first time!!) and defense module of when an attack will occur. countdown each round } } } }
public void Land() //when a ship is in transit to the moon and days untill arrival reaches 0 // THIS NEEDS TO BE REDONE { if (InTransitMoon == true && DaysUntilArrival == 0) { OnMoon = HangarManager.Instance().InsertShip(this); if (!OnMoon) { //Handle no-space in bays } //For production part: //HangarManager.instance().InsertShip(Instantiate(Resources.Load("BaseItems/Grazer") as BaseItem)); InTransitMoon = false; } }
void Recal(int val = 0) { //우정포인트를 제하고 화면상에 우정포인트 관련된 것들을 제대로 보이게 만들어 주는 부분. ValueDeliverScript.buddyPoint = ValueDeliverScript.buddyPoint - usingPoint; //ValueDeliverScript.friendshipPoint -= usingPoint; //실제 우정포인트의 총량을 감소시킨다. HangarManager hangerCon = GameObject.Find("GameManager").GetComponent <HangarManager>(); if (ValueDeliverScript.buddyPoint < 100) { GetComponent <HangarManager>().ShotFriendshipPoint(); } point100Label.text = (int.Parse(point100Label.text) - 1).ToString("00"); //0이면 숫자 안나오게// if (point100Label.text == "00") { point100Label.text = ""; } getItem.spriteName = itemName; getValue.text = text; getItem.MakePixelPerfect(); //발생된 아이템을 알려주는 정보 확인창을 띄운다. if (val != 27) { FreindshipPointGetItemWindow(); } else { hangarManager.upgradePointWindow.transform.FindChild("PointAdd").GetComponent <UILabel>().text = "X 1"; flightUpointSetScript.RedrawStatePoint(); hangarManager.ShowUpgradePointWindow(); } //최신 내역으로 갱신// GetComponent <GasTimeScript>().MedalRecount(); //화면에 표시되는 메달양을 다시 계산하여 재표시하여줌. GetComponent <GasTimeScript>().CoinRecount(); //화면에 표시되는 동전양을 다시 계산하여 재표시하여줌. GetComponent <HangarManager>().LoadEquip(); //이큅창들에 들어가는 아이템 표시를 다시 계산하고. StartCoroutine(IEquipStartSetting()); //그 계산한것을 기반으로 어떤것이 선택되어야되는지에 대해서 재계산한다. //최신 내역으로 갱신// ValueDeliverScript.SaveGameData(); }
public bool HasEnergyFor(BaseItem ProductionItem) { EnergyOnBase = 170; for (int i = 0; i < HangarManager.Instance().FinishedItems.Count; i++) { if (HangarManager.Instance().FinishedItems[i].ItemID == 6) { if (EnergyOnBase >= 170) { EnergyOnBase = 680; } } if (HangarManager.Instance().FinishedItems[i].ItemID == 7) { if (EnergyOnBase >= 680) { EnergyOnBase = 3200; } } if (HangarManager.Instance().FinishedItems[i].ItemID == 8) { if (EnergyOnBase >= 3200) { EnergyOnBase = 25000; } } if (HangarManager.Instance().FinishedItems[i].ItemID == 9) { if (EnergyOnBase >= 25000) { EnergyOnBase = 37000; } } } Debug.Log("ENERGY ON BASE: " + EnergyOnBase); if (ProductionItem.PowerNeeded <= EnergyOnBase) { return(true); } else { return(false); } }
private int count; // for counting up eleements in the finished list public void FinishBuild() { HangarManager.Instance().FinishedItems.Add(this); // take this object and put it into the list of finished items /*HangarManager.Instance().InProductionItems.Remove(this);*/ // take this object and remove it from the list of items which is in production if (this.ItemTypeNr == 1) { HangarManager.Instance().ShipsInService.Add(this); // Maybe more here } if (this.ItemID == 6) // if this is a SolarMK2 then set its panel true. //Note.. we need to update the finished item list if it gets destroyed { HangarManager.Instance().SolagenMK2.SetActive(true); } if (this.ItemID == 7) // { HangarManager.Instance().SolagenMK2.SetActive(true); HangarManager.Instance().SolagenMK3.SetActive(true); } if (this.ItemID == 8) { HangarManager.Instance().SolagenMK2.SetActive(true); HangarManager.Instance().SolagenMK3.SetActive(true); HangarManager.Instance().SolagenMK4.SetActive(true); } this.InProduction = false; // As this item is finished we set it to false //Below here: we tell what is finished dbuild and what eventually is next in production que string NextProductionItem = "No more items in production que!"; if (HangarManager.Instance().InProductionItems.Count > 1) { NextProductionItem = "Still running! "; //+ HangarManager.Instance().InProductionItems[HangarManager.Instance().InProductionItems.Count-1].ItemName; // MAYBE -1 in the list count } MessageManager.Instance().UpdateMessagePanel("Turn: " + NextTurn.Instance().TurnCounter + ". Item Finished: \n", " " + this.ItemName + ". Production status is: " + NextProductionItem + "\n"); foreach (var FinishedItem in HangarManager.Instance().FinishedItems) // trying to read out the list of build things { Debug.Log("Finished Item nr " + count + " is:" + HangarManager.Instance().FinishedItems + FinishedItem); // Show in the Debug log whats on this list to show iterate through count++; } }
public void Turn() // This method increments the resource varibles in regard to the resource incrementation and updates GUITEXT! { // This is made for the moon only, later add on needs another structure for this // If PowerManager.powerSurplus > PowerNeededFor mining{ .... // Power will always be sufficient WaterOnBase += 3; //THis Should be changed down for the prototype a there i energy enough TitanOnBase += 6; AluOnBase += 4; CopperOnBase += 0; SilicaOnBase += 4; IronOnBase += 4; SilverOnBase += 0; PlatinumOnBase += 0; UraniumOnBase += 0; for (int i = 0; i < HangarManager.Instance().FinishedItems.Count; i++) { if (HangarManager.Instance().FinishedItems[i].ItemID == 6 && EnergyOnBase < 3200) { EnergyOnBase = 680; continue; } if (HangarManager.Instance().FinishedItems[i].ItemID == 7 && EnergyOnBase < 25000) { EnergyOnBase = 3200; continue; } if (HangarManager.Instance().FinishedItems[i].ItemID == 8 && EnergyOnBase < 37000) { EnergyOnBase = 25000; continue; } if (HangarManager.Instance().FinishedItems[i].ItemID == 9) { EnergyOnBase = 37000; continue; } } UpdateResourceText(); }
// Start is called before the first frame update public virtual void Start() { gameManager = GameManager._instance; hangarManager = HangarManager._instance; }
void Awake() { _instance = this; }
public int LengthOfShipsInProduction; // a way to count up Ships in production As these need for counting up nr of in production items correctly public void ProgressTurn() // Resource increment is handled in its own Turn method in ResourceManager { TurnCounter++; MarsAttackCalculation(); //This method calculates if and when Martians attack, and then calls Marsattack()method when attack happen HangarManager.Instance().DisplayEquipmentList(); var TextComponent = TurnText.GetComponent <Text>(); // For incrementing of the turn TextComponent.text = TurnCounter + ""; // var TextComponent2 = InproductionText.GetComponent <Text>(); // we need this to append and subtract items on the build stack (reverse of que) var TextComponent3 = TurnTextForGUI.GetComponent <Text>(); // Turns left.. for (int i = 0; i < 8; i++) { // if the bay is empty (nothing is in production/finished or the spacecraft has launched) show the defaualt empty thing HangarManager.Instance().UpdateValuesInHangar(i, HangarManager.Instance().Bays[i].ship); } foreach (BaseItem obj in HangarManager.Instance().ShipsInService) { //HERE WE NEED TO DECREMENT DAYSUNTILLARRIVAL FOR ALL SHIPS THAT ARE ENROUTE UNTILL THEY REACH 0 // if something breaks, check if the shipidentifer actually is in the list Debug.Log(obj.ShipName + " is on moon : " + obj.OnMoon); } if (HangarManager.Instance().InProductionItems.Count > 0) { LengthOfInProductionList = HangarManager.Instance().InProductionItems.Count - 1; // THIS DOES NOT SEEM RIGHT WE might also need a LENGTHOFSHIP BUILD -Not sure though Debug.Log(LengthOfInProductionList + ";" + HangarManager.Instance().InProductionItems.Count); HangarManager.Instance().InProductionItems[LengthOfInProductionList].ProgressBuild(); // PROGRESSING BUILD -> in here we also handle what todo when build is finished // under here we adjust the baynumber for already finished ships, if there are such if (HangarManager.Instance().InProductionItems[LengthOfInProductionList].ItemTypeNr == 1) // NOT SURE we only want to update the hangar ships in production and not update items which is not ships { LengthOfShipsInProduction = 0; // reset it for a new count for (int i = 0; i < LengthOfInProductionList; i++) { if (HangarManager.Instance().InProductionItems[i].ItemTypeNr == 1) //if it is a ship { LengthOfShipsInProduction++; } } //HangarManager.Instance().UpdateValuesInHangar(LengthOfInProductionList + NrOfFinishedShipsInHangar, HangarManager.Instance().InProductionItems[LengthOfInProductionList]); // TEST.Changing the last item in the production TRYING TO MAKE THIS change display WORKS!!! } //*!? //HangarManager.Instance().UpdateValuesInHangar(LengthOfShipsInProduction + NrOfFinishedShipsInHangar, HangarManager.Instance().InProductionItems[LengthOfShipsInProduction]); // TEST.Changing the last item in the production TRYING TO MAKE THIS change display WORKS!!! // go into each hangar bay , and update the UI with the necessary information depending on the status TextComponent3.text = "" + HangarManager.Instance().InProductionItems[LengthOfInProductionList].TurnsUntillFinished; // HERE WE SET THE TURNSLEFT in the production panel TextComponent2.text = ""; // Clear the text for the production list -- Sorta Works //foreach(var Item in HangarManager.Instance().InProductionItems) // here we check the list of items set into production - because it is possible to set several things into production at the same time for (int i = HangarManager.Instance().InProductionItems.Count - 1; i >= 0; i--) //counting backwards to avoid problems when removing an element(baseitem) from the list { //for each item in production we progress build -NOTE THIS SHOULD ONLY BE DONE FOR LAST ITEM IN THE LIST!!! Debug.Log("items curently in production mode: " + HangarManager.Instance().InProductionItems[i]); // this should be put into a list in the Production Canvas - Attempt on this just below TextComponent2.text += "/ " + HangarManager.Instance().InProductionItems[i] + "\n"; // Here we add all the current objects inside the ProductionItems to the text which should display what has been chosen for the production stack!! if (HangarManager.Instance().InProductionItems[i].InProduction == false) { // We need to remove the graphical representation of this object in the production module(false). And set the next in line to be represented: if (HangarManager.Instance().InProductionItems.Count > 1) { if (HangarManager.Instance().InProductionItems[i].ItemID == 0 && HangarManager.Instance().InProductionItems[i - 1].ItemID != 0) // If probe then remove the graphical representation of it unless next in production is also probe { ProbeInProduction.SetActive(false); if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 1) { GrazerInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 6 || HangarManager.Instance().InProductionItems[i - 1].ItemID == 7 || HangarManager.Instance().InProductionItems[i - 1].ItemID == 8) { SolaGenInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 2) { WaveriderInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 9) { FusionReactorInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 3) { CarrackInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 4) { SIOSInProduction.SetActive(true); } } if (HangarManager.Instance().InProductionItems[i].ItemID == 1 && HangarManager.Instance().InProductionItems[i - 1].ItemID != 1) // If grazer then remove the graphical representation of it { GrazerInProduction.SetActive(false); if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 0) { ProbeInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 6 || HangarManager.Instance().InProductionItems[i - 1].ItemID == 7 || HangarManager.Instance().InProductionItems[i - 1].ItemID == 8) { SolaGenInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 2) { WaveriderInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 9) { FusionReactorInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 3) { CarrackInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 4) { SIOSInProduction.SetActive(true); } } if ((HangarManager.Instance().InProductionItems[i].ItemID == 6 || HangarManager.Instance().InProductionItems[i].ItemID == 7 || HangarManager.Instance().InProductionItems[i].ItemID == 8) && (HangarManager.Instance().InProductionItems[i - 1].ItemID != 6 || HangarManager.Instance().InProductionItems[i - 1].ItemID != 7 || HangarManager.Instance().InProductionItems[i - 1].ItemID != 8)) // If solagenMK2 or MK3 or MK3 then remove the graphical representation of it { SolaGenInProduction.SetActive(false); if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 0) { ProbeInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 1) { GrazerInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 2) { WaveriderInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 9) { FusionReactorInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 3) { CarrackInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 4) { SIOSInProduction.SetActive(true); } } if (HangarManager.Instance().InProductionItems[i].ItemID == 2 && HangarManager.Instance().InProductionItems[i - 1].ItemID != 2) // If grazer then remove the graphical representation of it { WaveriderInProduction.SetActive(false); if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 0) { ProbeInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 6 || HangarManager.Instance().InProductionItems[i - 1].ItemID == 7 || HangarManager.Instance().InProductionItems[i - 1].ItemID == 8) { SolaGenInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 1) { GrazerInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 9) { FusionReactorInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 3) { CarrackInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 4) { SIOSInProduction.SetActive(true); } } if (HangarManager.Instance().InProductionItems[i].ItemID == 9 && HangarManager.Instance().InProductionItems[i - 1].ItemID != 9) // If fusion then remove the graphical representation of it { FusionReactorInProduction.SetActive(false); if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 0) { ProbeInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 6 || HangarManager.Instance().InProductionItems[i - 1].ItemID == 7 || HangarManager.Instance().InProductionItems[i - 1].ItemID == 8) { SolaGenInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 1) { GrazerInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 2) { WaveriderInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 3) { CarrackInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 4) { SIOSInProduction.SetActive(true); } } if (HangarManager.Instance().InProductionItems[i].ItemID == 3 && HangarManager.Instance().InProductionItems[i - 1].ItemID != 3) // If grazer then remove the graphical representation of it { CarrackInProduction.SetActive(false); if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 0) { ProbeInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 6 || HangarManager.Instance().InProductionItems[i - 1].ItemID == 7 || HangarManager.Instance().InProductionItems[i - 1].ItemID == 8) { SolaGenInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 1) { GrazerInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 2) { WaveriderInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 9) { FusionReactorInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 4) { SIOSInProduction.SetActive(true); } } if (HangarManager.Instance().InProductionItems[i].ItemID == 4 && HangarManager.Instance().InProductionItems[i - 1].ItemID != 4) // If grazer then remove the graphical representation of it { SIOSInProduction.SetActive(false); if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 0) { ProbeInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 6 || HangarManager.Instance().InProductionItems[i - 1].ItemID == 7 || HangarManager.Instance().InProductionItems[i - 1].ItemID == 8) { SolaGenInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 1) { GrazerInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 2) { WaveriderInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 9) { FusionReactorInProduction.SetActive(true); } if (HangarManager.Instance().InProductionItems[i - 1].ItemID == 3) { CarrackInProduction.SetActive(true); } } } if (HangarManager.Instance().InProductionItems.Count <= 1) { ProbeInProduction.SetActive(false); // if no production is left after this, then erase all graphical representation of production items in the production module GrazerInProduction.SetActive(false); SolaGenInProduction.SetActive(false); SIOSInProduction.SetActive(false); CarrackInProduction.SetActive(false); WaveriderInProduction.SetActive(false); FusionReactorInProduction.SetActive(false); } HangarManager.Instance().InProductionItems.RemoveAt(i); // remove this BaseItem from the inproduction list TextComponent2.text = ""; // empty the textfield for (int j = HangarManager.Instance().InProductionItems.Count - 1; j >= 0; j--) //refill the text again (which now should be without the removed text part) { TextComponent2.text += "/ " + HangarManager.Instance().InProductionItems[j] + "\n"; } } } NrOfFinishedShipsInHangar = 0; //reset the number for a new count of actual finished ships in hangar for (int k = 0; k < HangarManager.Instance().FinishedItems.Count; k++) // We count through the items in the finisheditemslist { if (HangarManager.Instance().FinishedItems[k].ItemTypeNr == 1) // && HangarManager.Instance().InProductionItems.Count==1 // finding thoe that are spacecraft + LATER: also we need to know where the ship position is!!!! All clones should be set to the moon when being created { NrOfFinishedShipsInHangar++; } } } ProgressSpaceTravel(); //at the end of the progress turn method we 'move' all ships //If There has been a warning from the Martian commander the player would be informed by his security advisor after 1 round if (TurnsPassedUntillMartianWarning + 1 == TurnCounter && MartianWarningPassed == true) { MessageManager.Instance().UpdateEncounterMessagePanel("I might have usable information! ", "Your medical officer adresses you at your command station:\n" + " 'Sirs, 4 years back, I worked on a secret project for Musk Space Incorporated, involving genetically enhancing humans into H**o Martianis,a human mutant which would be able to breathe on Mars without the need for spacesuits." + "I do not know if they succeded, but I can see that the Martian threat message uses the proprietary message protocol of Musk Incorporated and thus the threat message might originate from them.\n\n" + "I remember from the Musk Genetic alteration program, that they had severe problems with controling the temprement of the test subjects, who often exploded in anger over the smallest of issues." + "\nIf indeed these threats originate from the H**o Martianis and they got the big Musk base up there as they proposed, we might be facing a seriou threat sir'"); CommunicationAdvisor.SetActive(true); //Show the AdviSor } }
void Awake() { hangarManager = GameObject.Find("GameManager").GetComponent <HangarManager>(); }
public void InstantiateBuild(int BuildNumber) // HERE SHOULD ALSO BE A PARAMETER FOR BUILDTYPE to determine if it is a ship or not! { BaseItem newObject = BaseItemDatabase.GetItem(BuildNumber); //NOTE: THIS HAS BEEN MOVED OUTSIDE THE IF condition BELOW!!! HangarManager.Instance().InProductionItems.Add(newObject); if (ResourceManager.instance.HasResourcesFor(newObject) && ResourceManager.instance.HasEnergyFor(newObject)) // Do we have the required resources ANd Energy { //If yes if (newObject.ItemTypeNr == 1 && HangarManager.Instance().HasEmptySpot()) //Is there an empty spot in the hangar? { ItemCounter++; //every time we build something this is incremented to give unique names etc. newObject.InProduction = true; newObject.ShipIdentifier = ItemCounter; newObject.ShipName = newObject.ItemName + "0" + ItemCounter; HangarManager.Instance().InsertShip(newObject); //Insert Item BuildNumber (e.g. 0 = probe) DaysUntilFinished = newObject.TurnsUntillFinished; Debug.Log(newObject.PowerNeeded + " PowerNeeded "); // Below a call to a method to set the data from the selected object for production into a specific hangar. MIGHT not belong here!! TypeName = newObject.ItemName; } else if (newObject.ItemTypeNr == 1 && HangarManager.Instance().HasEmptySpot() == false) { //Message player that there is no room in Hangar Destroy(newObject); //Ødelæg objectet NotEnoughRoomInHangarPanel.SetActive(true); } //All other non SpaceCraftObjects handled here if (newObject.ItemTypeNr == 2) // if this is an energyitem { newObject.InProduction = true; // set the item to be in production HangarManager.Instance().InsertEquipment(newObject); DaysUntilFinished = newObject.TurnsUntillFinished; // not sure if this is used.... } if (newObject.ItemTypeNr == 3) // if this is an Weaponitem { newObject.InProduction = true; // set the item to be in production HangarManager.Instance().InsertEquipment(newObject); DaysUntilFinished = newObject.TurnsUntillFinished; // not sure if this is used.... } if (newObject.ItemTypeNr == 4) // if this is an Supplementaryitem { newObject.InProduction = true; // set the item to be in production HangarManager.Instance().InsertEquipment(newObject); DaysUntilFinished = newObject.TurnsUntillFinished; // not sure if this is used.... } /* else // if the type = 1 and there is no space it should be destroyed * { * Destroy(newObject); //Ødelæg objectet * NotenoughResourcesPanel.SetActive(true); * } */ } else //If no: { //fortæl spilleren at der ikke er resourcer nok if (ResourceManager.instance.HasResourcesFor(newObject) == false) { NotenoughResourcesPanel.SetActive(true); } if (ResourceManager.instance.HasEnergyFor(newObject) == false) { NotEnoughEnergyPanel.SetActive(true); } Destroy(newObject); //Ødelæg objectet } }