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().GetChild(peopleId).GetLaborWithCoefficient(); } return labor; } } }