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