本文整理汇总了C#中Building.GetType方法的典型用法代码示例。如果您正苦于以下问题:C# Building.GetType方法的具体用法?C# Building.GetType怎么用?C# Building.GetType使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Building
的用法示例。
在下文中一共展示了Building.GetType方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: addBuilding
// adds a building to the appropriate dictionary
public void addBuilding(Tuple t, Building b)
{
if (b.GetType() == typeof(HeadQuarterBuilding)) {
HeadQuarterBuilding head = (HeadQuarterBuilding) b ;
hq = head;
hqLocation.x = t.x;
hqLocation.y = t.y;
}
else if (b.GetType() == typeof(DecorativeBuilding)) {
DecorativeBuilding decBuilding = (DecorativeBuilding)b;
decorativeBuildings.Add (t, decBuilding);
} else if (b.GetType() == typeof(ResourceBuilding)) {
ResourceBuilding resBuilding = (ResourceBuilding)b;
resourceBuildings.Add (t, resBuilding);
} else if (b.GetType() == typeof(ResidenceBuilding)) {
ResidenceBuilding resBuilding = (ResidenceBuilding)b;
residenceBuildings.Add (t, resBuilding);
}
}
示例2: SpawnBuilding
private void SpawnBuilding(Building building)
{
GameObject prefab;
if (building is HouseBuilding)
prefab = houseBuildingPrefab;
else if (building is VillaBuilding)
prefab = villaBuildingPrefab;
else if (building is ClubBuilding)
prefab = clubBuildingPrefab;
else if (building is KebabBuilding)
prefab = kebabBuildingPrefab;
else if (building is PoliceBuilding)
prefab = policeBuildingPrefab;
else
throw new Exception("Not supporting building type " + building.GetType());
GameObject buildingGameObject = SpawnObject(prefab, building.ToString(), building.tile.x, building.tile.z, buildingContainer);
BuildingController buildingController = buildingGameObject.GetComponent<BuildingController>();
buildingController.SetBuilding(building);
}
示例3: setSelected
public void setSelected(Building selectedB)
{
//If building is already selected, don't change selection
if (selectedB != this.selectedB) {
cancel (true);
//The menus are already created but we need to activate them in order to use.
//We do this by acsessing them in the beginning of the selection to hide
//Activate the required panel
//Update its prices time,queue and avaliablity accordingly according to type
//Testing the barracks first
if (selectedB.GetType ().ToString () == "Barracks"){
panelIndex = 0;
panels [panelIndex].SetActive (true);
//Might be necesseary
panels [panelIndex].transform.GetChild (6).GetComponent<Button>().interactable = true;
panels [panelIndex].transform.GetChild (7).GetComponent<Button>().interactable = true;
panels [panelIndex].transform.GetChild (2).GetComponent<Button>().interactable = true;
//Arrange queue number
panels [panelIndex].transform.GetChild (5).GetComponent<Text>().text = ((Barracks)selectedB).Soldiers.Count.ToString();
//The progress will be arranged by barracks itself
//Arrange armor,attack and upgrade options
if(!((Barracks)selectedB).ArmorAval)
panels [panelIndex].transform.GetChild (6).GetComponent<Button>().interactable = false;
if(!((Barracks)selectedB).AttackAval)
panels [panelIndex].transform.GetChild (7).GetComponent<Button>().interactable = false;
if(!((Barracks)selectedB).UpgradeAval)
panels [panelIndex].transform.GetChild (2).GetComponent<Button>().interactable = false;
}
else if (selectedB.GetType ().ToString () == "Archery")
panelIndex = 1;
else if (selectedB.GetType ().ToString () == "ResearchBuilding")
panelIndex = 2;
else if (selectedB.GetType ().ToString () == "Tower")
panelIndex = 3;
//else if (selectedB.GetType ().ToString () == "QuestionBuilding")
// panelIndex = 5;
panels [panelIndex].SetActive (true);
this.selectedB = selectedB;
}
}