void Mining::Up_People(){ if(uch->n_people<=MAX_PEOPLENUM){ add_labor(uch->n_people-1); labor[uch->n_people-1]->mine_upgrade=uch->n_upgrade; labor_on[uch->n_people-1]=true; uch->n_people++; } //레이어 만들기 }
void CustomProfession::item_check_state_changed(QListWidgetItem *item) { if (item->checkState() == Qt::Checked) { add_labor(item->data(Qt::UserRole).toInt()); ui->lbl_skill_count->setNum(ui->lbl_skill_count->text().toInt() + 1); } else { remove_labor(item->data(Qt::UserRole).toInt()); ui->lbl_skill_count->setNum(ui->lbl_skill_count->text().toInt() - 1); } }
/*! When passed in a pointer to a Dwarf, this new custom profession will adopt whatever labors that Dwarf has enabled as its own template. This is used by the "Create custom profession from this dwarf..." action. \param[in] d The Dwarf to use as a labor template \param[in] parent The Qt owner of this object */ CustomProfession::CustomProfession(Dwarf *d, QObject *parent) : QObject(parent) , ui(new Ui::CustomProfessionEditor) , m_dialog(0) , m_dwarf(d) { GameDataReader *gdr = GameDataReader::ptr(); QList<Labor*> labors = gdr->get_ordered_labors(); foreach(Labor *l, labors) { if (m_dwarf && m_dwarf->labor_enabled(l->labor_id)) add_labor(l->labor_id); } }
bool Mining::init() { if ( !Layer::init() ) { return false; } int i; Savingmanager=new Defaultmanager(); Background_create(); Scroll_create(); B_manager=new BottomManager(); /////////////////////////////////////////////////////// if(!DEVELOPER){ B_manager->Setting(); B_manager->AddSprite(Mine); }else{ B_manager->DeveloperSetting(); B_manager->DeveloperAddSprite(Mine); } Menu_create(); Label_create(); #pragma region Touch listener = EventListenerTouchOneByOne::create(); listener->onTouchBegan = CC_CALLBACK_2(Mining::onTouchBegan, this); listener->onTouchEnded = CC_CALLBACK_2(Mining::onTouchEnded, this); Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(listener, 1); this->schedule(schedule_selector(Mining::user_time), 0.1); this->schedule(schedule_selector(Mining::labor_texture), 0.5); this->scheduleUpdate(); #pragma endregion #pragma region Saver Savingmanager->AddSaver("a_mines",&(m_user->mines)); Savingmanager->AddSaver("User_power",&(uch->n_power)); Savingmanager->AddSaver("User_lucky",&(uch->n_lucky)); Savingmanager->AddSaver("MineUpgrade",&uch->n_upgrade); Savingmanager->AddSaver("Labornum",&uch->n_people); Savingmanager->AddSaver("LaborPower",&n_power); /////////////////////////////////////////////////////////////// for(int i=1;i< uch->n_people;i++){ labor_on[i-1]=true; add_labor(i-1); } #pragma endregion m_user->Getminelabel(minenumber); this->setKeypadEnabled( true ); return true; }