示例#1
0
        public SeventyFiveMinesUpgrade(MineBuilding mineBuilding, string name, double price, bool isShownIcon, bool isBought) : base(name, price, isShownIcon, isBought)
        {
            this.mineBuilding = mineBuilding;

            Description = "Mines are twice as efficient.";
            PrepareImage();
        }
示例#2
0
    IEnumerator StartProductionCoolDown(MineBuilding mineBuilding)
    {
        mineBuilding.SetCoolDownElapsed(false);
        yield return(new WaitForSeconds(mineBuilding.productionDelay * (1 - populationBonus)));

        mineBuilding.SetCoolDownElapsed(true);
    }
示例#3
0
        public MineUpgrades(MineBuilding mineBuilding, bool isContinueClicker)
        {
            this.isContinueClicker = isContinueClicker;
            this.mineBuilding      = mineBuilding;

            InitializeUpgrades();

            allUpgrades = new List <Upgrade>();

            allUpgrades.Add(fiveMinesUpgrade);
            allUpgrades.Add(fifteenMinesUpgrade);
            allUpgrades.Add(twentyFiveMinesUpgrade);
            allUpgrades.Add(fiftyMinesUpgrade);
            allUpgrades.Add(seventyFiveMinesUpgrade);
            allUpgrades.Add(oneHundredMinesUpgrade);
            allUpgrades.Add(oneHundredFiftyMinesUpgrade);
        }
示例#4
0
    /// <summary>
    /// Helper method for placing a list of buildings from a save state
    /// Saved buildings ignore many placement checks as they were checked when placed before
    /// </summary>
    /// <param name="parrBuildingsToPlace"></param>
    /// <param name="pmusOwningFaction"></param>
    public void PlaceSavedFactionBuildings(GameInfo.SavedBuilding[] parrBuildingsToPlace, Faction pmusOwningFaction)
    {
        Building musLoadedBuilding = null;

        foreach (GameInfo.SavedBuilding musSavedBuildingToPlace in parrBuildingsToPlace)
        {
            switch (musSavedBuildingToPlace.BuildingType)
            {
            case Building.BUILDING_TYPE.MATERIAL:
                musLoadedBuilding = new MineBuilding(musSavedBuildingToPlace, pmusOwningFaction);
                break;

            default:
                musLoadedBuilding = new Building(musSavedBuildingToPlace, pmusOwningFaction);
                break;
            }
            PlaceBuilding(musLoadedBuilding, new Vector3(musSavedBuildingToPlace.x, musSavedBuildingToPlace.y, musSavedBuildingToPlace.z), true);
        }
    }