public Building(Point positionInGrid, Player owner, string buildingName) { this.positionInGrid = positionInGrid; this.owner = owner; this.buildingName = buildingName; turnsSeized = 0; turnsBeforeRazeOnSeize = BuildingRegistry.GetRazeTime(buildingName); LoadTexture(); }
private void LoadTexture() { StringBuilder textureName = new StringBuilder(); textureName.Append("FE-Sprites/Buildings/"); textureName.Append(BuildingRegistry.GetTextureName(buildingName)); textureName.Append("@1x2"); DrawingTexture = AssetManager.Instance.getAsset <Spritesheet>(textureName.ToString()); DrawingTexture.SelectedSprite = new Point(0, owner.ColorName.ToLower().Equals("blue") ? 0 : 1); }
public override void PopulateBuildingActions(GuiList buildingActions) { // Get this building's trainees IList <string> trainees = BuildingRegistry.GetTrainees(BUILDING_ID); // Add a button for every trainee foreach (string trainee in trainees) { AddRecruitingButton(buildingActions, trainee + "." + Owner.soldierTiers[trainee]); if (Owner.soldierTiers[trainee] < 3) { AddUpgradeButton(buildingActions, trainee, Owner.soldierTiers[trainee], Owner); } } // Add the basic building actions base.PopulateBuildingActions(buildingActions); }