diff --git a/Assets/Scripts/CollectorUpgrade.cs b/Assets/Scripts/CollectorUpgrade.cs index cb793b28c16b648e6511b5e93ca604dd48489870..0cb03a68800f5c13f88b6441d4d0a6f5f6ecc9a0 100644 --- a/Assets/Scripts/CollectorUpgrade.cs +++ b/Assets/Scripts/CollectorUpgrade.cs @@ -11,9 +11,9 @@ public class CollectorUpgrade : Upgrade UpgradeTargets target = UpgradeTargets.collector; City city = gameObject.GetComponent<City>(); - float currentLevel = city.getLevel(target); - city.useResources(getPrices(currentLevel)); - city.addCollector(); + float currentLevel = city.GetLevel(target); + city.UseResources(getPrices(currentLevel)); + city.AddCollector(); } // Update is called once per frame diff --git a/Assets/Scripts/PopulationUpgrade.cs b/Assets/Scripts/PopulationUpgrade.cs index c2338c21aee18fb6d2097f5b703bbbcacd7b37d2..57d6c3b750059b782a0478bcff43acd95ab9b39a 100644 --- a/Assets/Scripts/PopulationUpgrade.cs +++ b/Assets/Scripts/PopulationUpgrade.cs @@ -20,9 +20,9 @@ public class PopulationUpgrade : Upgrade { UpgradeTargets target = UpgradeTargets.population; City city = gameObject.GetComponent<City>(); - float currentLevel = city.getLevel(target); - city.useResources(getPrices(currentLevel)); - city.addPopulation(currentLevel * 10); + float currentLevel = city.GetLevel(target); + city.UseResources(getPrices(currentLevel)); + city.AddPopulation(currentLevel * 10); Debug.Log("population upgraded"); } } diff --git a/Assets/Scripts/ResourceCapacityUpgrade.cs b/Assets/Scripts/ResourceCapacityUpgrade.cs index 88ba170bb136aef9ac2f510c8dcf4ac95cb68f17..008b6389637907a74e8429dd2f2b670d3dd39d09 100644 --- a/Assets/Scripts/ResourceCapacityUpgrade.cs +++ b/Assets/Scripts/ResourceCapacityUpgrade.cs @@ -20,9 +20,9 @@ public class ResourceCapacityUpgrade : Upgrade { UpgradeTargets target = UpgradeTargets.capacity; City city = gameObject.GetComponent<City>(); - float currentLevel = city.getLevel(target); - city.useResources(getPrices(currentLevel)); - city.increaseCapacity(currentLevel * 100); + float currentLevel = city.GetLevel(target); + city.UseResources(GetPrices(currentLevel)); + city.IncreaseCapacity(currentLevel * 100); Debug.Log("Capacity upgraded"); } diff --git a/Assets/Scripts/ResourceEfficiencyUpgrade.cs b/Assets/Scripts/ResourceEfficiencyUpgrade.cs index adb204045f25075befe5482c4a549ac503c2da75..6db0798ae22832a5f2caef34c4f8cb3301beb817 100644 --- a/Assets/Scripts/ResourceEfficiencyUpgrade.cs +++ b/Assets/Scripts/ResourceEfficiencyUpgrade.cs @@ -20,7 +20,7 @@ public class ResourceEfficiencyUpgrade : Upgrade { City city = gameObject.GetComponent<City>(); increaseEfficiencyLevel(); - city.useResources(getPrices(getEfficiencyLevel() * getEfficiencyLevel())); + city.UseResources(getPrices(getEfficiencyLevel() * getEfficiencyLevel())); Debug.Log("Efficienfy upgraded to: " + getEfficiencyLevel()); } } diff --git a/Assets/Scripts/RoadUpgrade.cs b/Assets/Scripts/RoadUpgrade.cs index 7ec0befe541b8e0be175f4b80b07a0c802d99d10..ed98d5f6afdb86eed488a6becb8ee34530c10c48 100644 --- a/Assets/Scripts/RoadUpgrade.cs +++ b/Assets/Scripts/RoadUpgrade.cs @@ -22,8 +22,8 @@ public class RoadUpgrade : Upgrade Road road = gameObject.GetComponent<Road>(); City city = gameObject.GetComponent<City>(); float currentLevel = road.getLevel(target); - city.useResources(getPrices(currentLevel)); - road.increaseSpeed(1 / currentLevel); + city.UseResources(getPrices(currentLevel)); + road.IncreaseSpeed(1 / currentLevel); Debug.Log("Road upgraded"); }