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Commit 3b97d0cf authored by Matti Loimaranta's avatar Matti Loimaranta
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fixed method names

parent a7a8bf36
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......@@ -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
......
......@@ -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");
}
}
......@@ -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");
}
......
......@@ -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());
}
}
......@@ -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");
}
......
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