using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; using UnityEngine.UI; public class Ruins_Buildings : Buildings { [Header("ÌØÓÐÄÚÈÝ")] public List Node_List = new List(); public Ruins_Node current_Node; //public bool isProducing = true; public State state = State.isResting; public enum State { isResting, isDigging } public override void AddResources_Click() { } public override void AddResources_Auto() { } public override void SpecalUpdate() { if (current_Node!=null) { information_Panel.transform.Find("Panel/ProgressBar").GetComponent().value = current_Node.progress; } else { information_Panel.transform.Find("Panel/ProgressBar").GetComponent().value = 0; } } public void StopandStart() { //isProducing = !isProducing; } }