public MiningWorker(int value, WORKER_TYPE workerType) : base(value, workerType) { switch (workerType) { case WORKER_TYPE.StoneMiner: targetResource = "Stone"; break; case WORKER_TYPE.CopperMiner: targetResource = "Copper Ore"; break; case WORKER_TYPE.TinMiner: targetResource = "Tin Ore"; break; case WORKER_TYPE.CoalMiner: targetResource = "Coal"; break; case WORKER_TYPE.IronMiner: targetResource = "Iron Ore"; break; } //TODO actually custom-tailor these to the worker types mCurTime = 0.0f; mMaxTime = 1.0f; mCapCount = 10; //TODO start this at zero, increase it with new building unlocks & upgrades //Debug.Log(gameObject); mwei = new MiningWorkerEventInfo(targetResource); mwei.eventGO = go; }
//called whenever a worker purchase occurs. Updates the mining power. //Event driven void MiningWorkerUpdate(MiningWorkerEventInfo eventInfo) { //Debug.Log(eventInfo.workerCount); int power = eventInfo.workerPower; string target = eventInfo.eventTargetResource; switch (target) { case "Stone": stonePower = power; break; case "Copper Ore": copperPower = power; break; case "Tin Ore": tinPower = power; break; case "Coal": coalPower = power; break; case "Iron Ore": ironPower = power; break; } }