public static void UpgradeCamp(Type_Camp type) { switch (type) { case ICamp.Type_Camp.FieldHospital: if (StaticValues.Camp.upgrades.FieldHospital < 5) { StaticValues.Camp.upgrades.FieldHospital++; } break; case ICamp.Type_Camp.Herbalist: if (StaticValues.Camp.upgrades.Herbalist < 5) { StaticValues.Camp.upgrades.Herbalist++; } StaticValues.WorkshopPoints.Herbalist.Add(0); break; case ICamp.Type_Camp.Lumberjack: if (StaticValues.Camp.upgrades.Lumberjack < 5) { StaticValues.Camp.upgrades.Lumberjack++; } break; case ICamp.Type_Camp.Magazine: if (StaticValues.Camp.upgrades.Magazine < 5) { StaticValues.Camp.upgrades.Magazine++; } StaticValues.InvMagazine.Capacity(); break; case ICamp.Type_Camp.Recruit: if (StaticValues.Camp.upgrades.Recruit < 5) { StaticValues.Camp.upgrades.Recruit++; } break; case ICamp.Type_Camp.Tents: if (StaticValues.Camp.upgrades.Tents < 5) { StaticValues.Camp.upgrades.Tents++; } break; case ICamp.Type_Camp.Workshop: if (StaticValues.Camp.upgrades.Workshop < 5) { StaticValues.Camp.upgrades.Workshop++; } StaticValues.WorkshopPoints.Blacksmith.Add(0); break; } }
public ICamp(Type_Camp Type) { Category = ItemCategory.Camp; TypeCamp = Type; Stack = 1; Icon = Resources.Load <Sprite>("Sprites/barracks-tent"); Value = 100; switch (Type) { case Type_Camp.FieldHospital: Name = "Lazaret " + (StaticValues.Camp.upgrades.FieldHospital + 1); Value += Value * StaticValues.Camp.upgrades.FieldHospital; break; case Type_Camp.Herbalist: Name = "Zielarz " + (StaticValues.Camp.upgrades.Herbalist + 1); Value += Value * StaticValues.Camp.upgrades.Herbalist; break; case Type_Camp.Lumberjack: Name = "Drwal " + (StaticValues.Camp.upgrades.Lumberjack + 1); Value += Value * StaticValues.Camp.upgrades.Lumberjack; break; case Type_Camp.Magazine: Name = "Magazyn " + (StaticValues.Camp.upgrades.Magazine + 1); Value += Value * StaticValues.Camp.upgrades.Magazine; break; case Type_Camp.Recruit: Name = "Rekruter " + (StaticValues.Camp.upgrades.Recruit + 1); Value += Value * StaticValues.Camp.upgrades.Recruit; break; case Type_Camp.Tents: Name = "Namioty " + (StaticValues.Camp.upgrades.Tents + 1); Value += Value * StaticValues.Camp.upgrades.Tents; break; case Type_Camp.Workshop: Name = "Warsztat " + (StaticValues.Camp.upgrades.Workshop + 1); Value += Value * StaticValues.Camp.upgrades.Workshop; break; default: break; } Description = "Podnosi poziom budynku"; }