public void ThatFillInData(assemblyCsharp.Province province) { this.Name.text = province.getProvName(); string resource = province.getResource().ToString(); Sprite newResourceSprite = Resources.Load("Resource/" + resource, typeof(Sprite)) as Sprite; this.Resource.sprite = newResourceSprite; this.Resource.preserveAspect = true; Debug.Log("You f****r...." + province.getProduction().ToString()); this.Produces.text = "Produces " + province.getProduction().ToString("0.0") + " " + resource + " /turn"; this.RailroadLevel.text = province.getInfrastructure().ToString(); this.FortLevel.text = province.getFortLevel().ToString(); this.Culture.text = "Culture: " + province.culture; // this.resourceText.text = "Province produces " + resource; string nation = province.getOwner().ToString(); Debug.Log("Owner: " + nation); this.DevelopmentLevel.text = province.getDevelopmentLevel().ToString(); this.NationName.text = nation; //text.text = "Province produces " + Resource; this.Flag.sprite = Resources.Load("Flags/" + province.getOwner().ToString(), typeof(Sprite)) as Sprite; pickProductionPicture(province); // Text flagText = FlagTip.GetComponentInChildren<Text>(); // Debug.Log("Flag text: " + flagText.text); // flagText.text = Owner; //flagTip.GetComponent<Text>().text = nation; }
private void distributeStartingResourcesAndGoods(Nation player) { for (int i = 0; i < player.getProvinces().Count; i++) { int index = player.getProvinceIndex(i); assemblyCsharp.Province prov = State.getProvinces()[index]; MyEnum.Resources res = prov.getResource(); float amount = prov.getProduction(); if (res == MyEnum.Resources.gold) { player.receiveGold(amount * 5); } else { player.collectResource(res, amount); } player.addRuralPOP(); player.addRuralPOP(); } player.receiveGold(5); if (player.getType() == MyEnum.NationType.major) { player.collectGoods(MyEnum.Goods.steel, 1); player.collectGoods(MyEnum.Goods.fabric, 1); player.collectGoods(MyEnum.Goods.lumber, 1); player.collectGoods(MyEnum.Goods.arms, 2); player.collectResource(MyEnum.Resources.wheat, 1); player.collectResource(MyEnum.Resources.meat, 0.5f); player.collectResource(MyEnum.Resources.fruit, 0.5f); player.receiveGold(5); } }
public void ThisFillInData(assemblyCsharp.Province province) { this.Name.text = province.getProvName(); string resource = province.getResource().ToString(); Sprite newResourceSprite = Resources.Load("Resource/" + resource, typeof(Sprite)) as Sprite; this.Resource.sprite = newResourceSprite; this.Resource.preserveAspect = true; this.Produces.text = "Produces " + province.getProduction().ToString("0.0") + " " + resource + " /turn"; this.RailroadLevel.text = province.getInfrastructure().ToString(); this.FortLevel.text = province.getFortLevel().ToString(); this.Culture.text = "Culture: " + province.culture; // this.resourceText.text = "Province produces " + resource; // Text text = ResourceTip.GetComponentInChildren<Text>(); // text.text = "Province produces " + Resource; pickProductionPicture(province); State.setCurrentlySelectedProvince(province.getIndex()); App app = UnityEngine.Object.FindObjectOfType <App>(); int playerIndex = app.GetHumanIndex(); Nation player = State.getNations()[playerIndex]; updateSelfProvinceButtons(player, province); }
private static void collectResources(Nation player) { for (int i = 0; i < player.getProvinces().Count; i++) { int index = player.getProvinces()[i]; assemblyCsharp.Province prov = State.getProvinces()[index]; float resYield = prov.getProduction(); MyEnum.Resources res = prov.getResource(); Debug.Log("prov res: " + res); if (res != MyEnum.Resources.gold) { player.collectResource(res, resYield); } else { player.receiveGold(resYield * 5); } } for (int i = 0; i < player.getColonies().Count; i++) { int index = player.getColonies()[i]; assemblyCsharp.Province prov = State.getProvinces()[index]; float resYield = prov.getProduction(); MyEnum.Resources res = prov.getResource(); player.collectResource(res, resYield); } }