public override void RessourceChecking(GameEntity gameEntity, Ressource ProductedRessource, List <RessourceConsumption> usedRessource) { bool canProduce = false; if (usedRessource != null) { foreach (var ress in usedRessource) { if (ress.RessourceToUse.CheckRessource(gameEntity, ress.Amount)) { canProduce = true; ress.RessourceToUse.UseRessource(gameEntity, ress.Amount); } else { canProduce = false; break; } } } if (usedRessource.Count == 0) { canProduce = true; } if (canProduce) { ProductedRessource.AddRessource(gameEntity, ProductionAmount); } }
public override void RessourceChecking(GameEntity gameEntity, Ressource ProductedRessource, List <RessourceConsumption> usedRessource) { bool canProduce = false; if (usedRessource != null) { foreach (var ress in usedRessource) { if (ress.RessourceToUse.CheckRessource(gameEntity, ress.Amount)) { ress.RessourceToUse.UseRessource(gameEntity, ress.Amount); canProduce = true; } else { canProduce = false; break; } } } if (canProduce) { ProductedRessource.AddRessource(gameEntity, RetrievingAmount); } else { Debug.Log("No Enough Energy To Retrieve" + this.name); } }