void Start() { training = false; training_delay_timer = 0.0f; training_type = SOLDIER_TYPE.S_NONE; UpdateGoldText(); }
public void CreateSoldier(int type) { if (!training) { switch ((SOLDIER_TYPE)type) { case SOLDIER_TYPE.S_NONE: break; case SOLDIER_TYPE.S_MELEE: if (gold >= melee_soldier_cost) { training = true; training_type = SOLDIER_TYPE.S_MELEE; gold -= melee_soldier_cost; UpdateGoldText(); } break; case SOLDIER_TYPE.S_RANGED: if (gold >= ranged_soldier_cost) { training = true; training_type = SOLDIER_TYPE.S_RANGED; gold -= ranged_soldier_cost; UpdateGoldText(); } break; case SOLDIER_TYPE.S_CAVALRY: if (gold >= cavalry_soldier_cost) { training = true; training_type = SOLDIER_TYPE.S_CAVALRY; gold -= cavalry_soldier_cost; UpdateGoldText(); } break; default: break; } } }