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using System.Collections.Generic;
namespace ET
{
[FriendClass(typeof(Construct))]
public static class ConstructSystem
{
public static void FromMessage(this Construct self, ConstructProto constructProto)
{
self.Id = constructProto.Id;
self.X = constructProto.X;
self.Y = constructProto.Y;
self.UpdateTime = constructProto.UpdateTime;
self.ConstructSpeed = constructProto.ConStructSpeed;
self.ConfigId = constructProto.ConfigId;
self.PeopleIdList = constructProto.PeopleIdList;
self.PreparePeopleIdList = constructProto.PreparePeopleIdList;
self.BuildingId = constructProto.BuildingId;
}
public static ConstructProto ToMessage(this Construct self)
{
ConstructProto proto = new ConstructProto();
proto.Id = self.Id;
proto.X = self.X;
proto.Y = self.Y;
proto.UpdateTime = self.UpdateTime;
proto.ConStructSpeed = self.ConstructSpeed;
proto.ConfigId = self.ConfigId;
proto.PeopleIdList = self.PeopleIdList;
proto.PreparePeopleIdList = self.PreparePeopleIdList;
proto.BuildingId = self.BuildingId;
return proto;
}
public static void SetConstructState(this Construct self,int state)
{
self.IsConstructed = state;
}
public static void Update(this Construct self,Unit unit,int tick)
{
self.Progress += tick * self.GetLaborSpeed() * (1 + self.AddEfficiency / 100);
}
public static int GetLaborSpeed(this Construct self)
{
var labor = 0;
Unit unit = (Unit) self.Parent.Parent;
foreach (var peopleId in self.PeopleIdList)
{
labor += unit.GetComponent<PeopleComponent>().GetChild<People>(peopleId).GetLaborWithCoefficient();
}
return labor;
}
}
}