本文整理汇总了C#中GameObjects.Military.IncreaseQuantity方法的典型用法代码示例。如果您正苦于以下问题:C# Military.IncreaseQuantity方法的具体用法?C# Military.IncreaseQuantity怎么用?C# Military.IncreaseQuantity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GameObjects.Military
的用法示例。
在下文中一共展示了Military.IncreaseQuantity方法的1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: RecruitmentMilitary
public void RecruitmentMilitary(Military military, float scale)
{
if ((((this.MilitaryPopulation != 0) && (this.Population != 0) && (!GlobalVariables.PopulationRecruitmentLimit || (this.ArmyQuantity <= this.Population))) && ((this.Domination >= Parameters.RecruitmentDomination) && (this.Morale >= Parameters.RecruitmentMorale))) && (military.Quantity < military.Kind.MaxScale))
{
int decrement = (int)(military.Kind.MinScale * scale);
int populationDecrement;
if ((decrement + military.Quantity) > military.Kind.MaxScale)
{
decrement = military.Kind.MaxScale - military.Quantity;
}
if ((decrement * military.Kind.PointsPerSoldier) > military.BelongedFaction.TechniquePoint)
{
if (!(((this.BelongedSection == null) || (this.BelongedSection.AIDetail == null)) || this.BelongedSection.AIDetail.AutoRun))
{
military.BelongedFaction.DepositTechniquePointForTechnique(decrement * military.Kind.PointsPerSoldier);
}
decrement = military.BelongedFaction.TechniquePoint / military.Kind.PointsPerSoldier;
}
populationDecrement = decrement;
if (!base.Scenario.IsPlayer(this.BelongedFaction))
{
decrement = (int)(decrement * Parameters.AIRecruitmentSpeedRate);
}
if (decrement > 0)
{
if (populationDecrement > this.MilitaryPopulation)
{
populationDecrement = this.MilitaryPopulation;
decrement = populationDecrement;
}
if (populationDecrement > this.Population)
{
populationDecrement = this.Population;
decrement = populationDecrement;
}
this.DecreaseMilitaryPopulation(populationDecrement);
this.DecreasePopulation(populationDecrement);
int scales = military.Scales;
military.IncreaseQuantity(decrement, this.MoraleOfRecruitment, this.CombativityOfRecruitment, 0, 0);
if (this.HasSpy && ((military.Scales / 10) > (scales / 10)))
{
this.AddMessageToTodayMilitaryScaleSpyMessage(military);
}
if (this.Population < this.RecruitmentPopulationBoundary)
{
this.DecreaseDomination(GameObject.Random(6));
this.DecreaseMorale(GameObject.Random(6) * 2);
}
else
{
this.DecreaseDomination(GameObject.Random(2));
this.DecreaseMorale(GameObject.Random(2) * 2);
}
this.BelongedFaction.DecreaseTechniquePoint(decrement * military.Kind.PointsPerSoldier);
int randomValue = StaticMethods.GetRandomValue(decrement * 10, military.Kind.MinScale);
if (randomValue > 0)
{
military.BelongedFaction.IncreaseReputation(randomValue * 2);
military.BelongedFaction.IncreaseTechniquePoint(randomValue * 100);
}
}
}
}