public MiningWorker(int value, WORKER_TYPE workerType) : base(value, workerType) { switch (workerType) { case WORKER_TYPE.StoneMiner: targetResource = "Stone"; break; case WORKER_TYPE.CopperMiner: targetResource = "Copper Ore"; break; case WORKER_TYPE.TinMiner: targetResource = "Tin Ore"; break; case WORKER_TYPE.CoalMiner: targetResource = "Coal"; break; case WORKER_TYPE.IronMiner: targetResource = "Iron Ore"; break; } //TODO actually custom-tailor these to the worker types mCurTime = 0.0f; mMaxTime = 1.0f; mCapCount = 10; //TODO start this at zero, increase it with new building unlocks & upgrades //Debug.Log(gameObject); mwei = new MiningWorkerEventInfo(targetResource); mwei.eventGO = go; }
public Worker(int value, WORKER_TYPE workerType) { mValue = value; mCount = 0; mPower = 1; mType = workerType; mMutex = new Mutex(); }
public UnemployedWorker(int value, WORKER_TYPE workerType) : base(value, workerType) { switch (workerType) { case WORKER_TYPE.Unemployed: targetResource = "Stone"; //TODO change this break; } mCapCount = 10; }
public FarmingWorker(int value, WORKER_TYPE workerType) : base(value, workerType) { mCurTime = 0.0f; mMaxTime = 1.0f; mCapCount = 10; //TODO start this at zero, increase it with new building unlocks & upgrades //Debug.Log(gameObject); fwei = new FarmingWorkerEventInfo(); fwei.eventGO = go; }
public CookWorker(int value, WORKER_TYPE workerType) : base(value, workerType) { Debug.Log("Cookworker has arrived"); mCurTime = 0.0f; mMaxTime = 5.0f; Debug.Log("max time for cook set to: " + mMaxTime); mCapCount = 10; //TODO set this to zero and make it unlockable amountOfSeedsToUse = 1; cwei = new CookingWorkerEventInfo(); // this isnt going to update when we change? cwei.eventGO = go; }