private void Update() { timer -= Time.deltaTime; if (timer <= 0) { player.SetResources(player.GetResources() + resoucesPerInterval); timer += interval; } }
private void Update() { _timer -= Time.deltaTime; if (_timer <= 0) { _player.SetResources(_player.Resources + resourcePerInterval); _timer += interval; } }
private void Update() { //Reduce Timer timer -= Time.deltaTime; if (timer <= 0) //We Set it interval Value If It Reaches 0 Then { //Increase Resources player.SetResources(player.GetMyResources() + resourcesPerInterval); //Reset Timer To Beginning interval value timer += interval; } }
private void Update() { //Subtract amount of seconds passed from interval amount. resourceTimer -= Time.deltaTime; //If below Generate resources & reset timer. if (resourceTimer <= 0) { //Generate resources for player player.SetResources(player.GetResources() + resourcePerInterval); //Reset to,er resourceTimer += interval; } }
private void CmdSpawnUnit() { if (queuedUnits == maxUnitQueue) { return; } RTSPlayer player = connectionToClient.identity.GetComponent <RTSPlayer>(); if (player.GetResources() < unitPrefab.GetResourceCost()) { return; } queuedUnits++; player.SetResources(player.GetResources() - unitPrefab.GetResourceCost()); }
private void CmdSpawnUnit() { //If Queue is Full Then Not Spawn Unit if (queuedUnits == maxUnitQueue) { return; } RTSPlayer player = connectionToClient.identity.GetComponent <RTSPlayer>(); //If Player Resource Smaller Then Prefab Cost Then Not Spawn Unit if (player.GetMyResources() < unitPrefab.GetResourceCost()) { return; } queuedUnits++; //Set Player Resources To CurrentResources - UnitCost player.SetResources(player.GetMyResources() - unitPrefab.GetResourceCost()); }
private void Resources(int olda, int newa) { Debug.Log($"connectionToClient {connectionToClient}"); if (queuedUnits == maxUnitQueue) { return; } //RTSPlayer player = connectionToClient.identity.GetComponent<RTSPlayer>(); RTSPlayer player = NetworkClient.connection.identity.GetComponent <RTSPlayer>(); Button btn = this.gameObject.GetComponent <Button>(); // if (player.GetResources() > ResourcesNeeded) { btn.interactable = true; ; } //Debug.Log(false); queuedUnits++; //hook interactableTrue if (player.GetResources() < ResourcesNeeded) { return; } player.SetResources(player.GetResources() - ResourcesNeeded); }