public void Recruit() { Debug.Log("Is Pressed!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"); App app = UnityEngine.Object.FindObjectOfType <App>(); Nation player = State.getNations()[app.GetHumanIndex()]; if (type == 1) { PlayerPayer.PayFrigate(player); recruitingText.text = player.getNavyProducing(MyEnum.NavyUnits.frigates).ToString(); recruitingText.text = player.getArmyProducing(MyEnum.ArmyUnits.infantry).ToString(); } if (type == 2) { PlayerPayer.PayIronClad(player); recruitingText.text = player.getNavyProducing(MyEnum.NavyUnits.ironclad).ToString(); } if (type == 3) { PlayerPayer.PayDreadnought(player); recruitingText.text = player.getNavyProducing(MyEnum.NavyUnits.dreadnought).ToString(); freePOP.text = player.getUrbanPOP().ToString(); AP.text = player.getAP().ToString(); UpdateRecruitButtons(player); } }
public void RecruitIronclad() { App app = UnityEngine.Object.FindObjectOfType <App>(); Nation player = State.getNations()[app.GetHumanIndex()]; PlayerPayer.PayIronClad(player); recruitingIroncladsText.text = player.getNavyProducing(MyEnum.NavyUnits.ironclad).ToString(); AP.text = player.getAP().ToString(); UpdateNavalRectuitButtons(player); upgradeShipyardButton.interactable = false; }
public void RecruitIronclad() { Debug.Log("Build Ironclad!"); App app = UnityEngine.Object.FindObjectOfType <App>(); Nation player = State.getNations()[app.GetHumanIndex()]; PlayerPayer.PayIronClad(player); recruitingIroncladsText.text = player.getNavyProducing(MyEnum.NavyUnits.ironclad).ToString(); UpdateNavyTable(); upgradeShipyardButton.interactable = false; ui_updater.updateUI(); }