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Commit daa73c60 authored by Matti Loimaranta's avatar Matti Loimaranta
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Fixed method names

parent b7a41bab
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......@@ -11,7 +11,7 @@ public class CollectorUpgrade : Upgrade
UpgradeTargets target = UpgradeTargets.collector;
City city = gameObject.GetComponent<City>();
float currentLevel = city.GetLevel(target);
int currentLevel = city.GetLevel(target);
city.UseResources(GetPrices(currentLevel));
city.AddCollector();
}
......
......@@ -16,7 +16,7 @@ public class PopulationUpgrade : Upgrade
}
public void upgrade()
public void UpgradePopulation()
{
UpgradeTargets target = UpgradeTargets.population;
City city = gameObject.GetComponent<City>();
......
......@@ -16,7 +16,7 @@ public class ResourceCapacityUpgrade : Upgrade
}
public void upgrade()
public void UpgradeCapacity()
{
UpgradeTargets target = UpgradeTargets.capacity;
City city = gameObject.GetComponent<City>();
......
......@@ -16,11 +16,11 @@ public class ResourceEfficiencyUpgrade : Upgrade
}
public void upgrade()
public void UpgradeEfficiency()
{
City city = gameObject.GetComponent<City>();
increaseEfficiencyLevel();
city.UseResources(GetPrices(getEfficiencyLevel() * getEfficiencyLevel()));
Debug.Log("Efficienfy upgraded to: " + getEfficiencyLevel());
IncreaseEfficiencyLevel();
city.UseResources(GetPrices(GetEfficiencyLevel() * GetEfficiencyLevel()));
Debug.Log("Efficienfy upgraded to: " + GetEfficiencyLevel());
}
}
......@@ -16,7 +16,7 @@ public class RoadUpgrade : Upgrade
}
public void upgrade()
public void UpgradeRoad()
{
UpgradeTargets target = UpgradeTargets.speed;
Road road = gameObject.GetComponent<Road>();
......
......@@ -25,17 +25,17 @@ public abstract class Upgrade : MonoBehaviour
}
public float getEfficiencyLevel()
public float GetEfficiencyLevel()
{
return efficiencyLevel;
}
public void increaseEfficiencyLevel()
public void IncreaseEfficiencyLevel()
{
efficiencyLevel++;
}
public float getEfficiency()
public float GetEfficiency()
{
switch (efficiencyLevel)
{
......@@ -63,7 +63,7 @@ public abstract class Upgrade : MonoBehaviour
List<float> prices = new List<float>();
foreach(KeyValuePair<Resources, int> key in resources)
{
prices.Add(key.Value * modifier * 50 * getEfficiency());
prices.Add(key.Value * modifier * 50 * GetEfficiency());
}
return prices;
......
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