public void DropResources(ResourceType type, int amount) { switch (type) { default: _resourceData.AmendTimber(amount); return; } }
public void DropResources(ResourceType resource, int amount) { switch (resource) { case ResourceType.Gold: _resourceData.AmendGold(amount); break; case ResourceType.Timber: _resourceData.AmendTimber(amount); break; } }
private void BuyAndAddToQueue(ProductionData item) { ResourceCost cost = item.Cost; if (!item.RequirementsMet()) { return; } bool canBuild = (_building.Queue.Count < 5) && CanBuy(cost); if (!canBuild) { return; } var dataToAdd = item as IQueueable; _building.AddToQueue(dataToAdd); _playerResourceData.AmendGold(-cost.Gold); _playerResourceData.AmendFood(cost.Food); _playerResourceData.AmendTimber(-cost.Timber); }
private void RefundCost(ResourceCost cost) { _playerResourceData.AmendGold(cost.Gold); _playerResourceData.AmendTimber(cost.Timber); _playerResourceData.AmendFood(-cost.Food); }