diff --git a/Assets/Scenes/Main.unity b/Assets/Scenes/Main.unity index bb5a239..8a36836 100644 --- a/Assets/Scenes/Main.unity +++ b/Assets/Scenes/Main.unity @@ -1708,7 +1708,7 @@ PrefabInstance: m_Modifications: - target: {fileID: 891704993983032679, guid: 2760da9f550c02e4480b4b992d6c8748, type: 3} propertyPath: m_Name - value: SandMine + value: WoodCutter objectReference: {fileID: 0} - target: {fileID: 3319062436162208223, guid: 2760da9f550c02e4480b4b992d6c8748, type: 3} propertyPath: resource @@ -1963,7 +1963,7 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 5101894592932716088, guid: 33abb00a5a886954698312f903f951f9, type: 3} propertyPath: m_Name - value: GlassBlower + value: Woodery objectReference: {fileID: 0} - target: {fileID: 6385844933959367090, guid: 33abb00a5a886954698312f903f951f9, type: 3} propertyPath: baseOutput @@ -2337,13 +2337,13 @@ MonoBehaviour: description: 'This is big building ' brickCost: 200 tileCost: 1000 - glassCost: 100 + plankCost: 0 worldObject: {fileID: 149471774} - name: Test Monument 2 description: 'This is big building ' brickCost: 100 tileCost: 200 - glassCost: 100 + plankCost: 0 worldObject: {fileID: 1883187468} nextUnlockLabel: {fileID: 406856357} --- !u!4 &1441277718 diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs index d2779c2..051aec6 100644 --- a/Assets/Scripts/GameManager.cs +++ b/Assets/Scripts/GameManager.cs @@ -6,11 +6,11 @@ using TMPro; public enum Resource { ROCK, - SAND, + WOOD, CLAY, BRICK, TILE, - GLASS, + PLANKS, HOUSE, WORKER, TOTAL_WORKER @@ -23,17 +23,17 @@ public class GameManager : MonoBehaviour { { Resource.BRICK, 0 }, { Resource.TILE, 0 }, - { Resource.GLASS, 0 } + { Resource.PLANKS, 0 } }; private Dictionary resources = new Dictionary() { { Resource.ROCK, 0 }, - { Resource.SAND, 0 }, + { Resource.WOOD, 0 }, { Resource.CLAY, 0 }, { Resource.BRICK, 0 }, { Resource.TILE, 0 }, - { Resource.GLASS, 0 }, + { Resource.PLANKS, 0 }, { Resource.HOUSE, 0 }, { Resource.WORKER, 0 }, { Resource.TOTAL_WORKER, 0 } @@ -78,8 +78,8 @@ public class GameManager : MonoBehaviour housingLabel.text = $"{resources[Resource.HOUSE]} Houses\n" + $"{resources[Resource.WORKER]}/{resources[Resource.TOTAL_WORKER]} Workers"; resourceLabel.text = $"Resources:\n" + - $"Storage: Bricks {resources[Resource.BRICK]} | Tiles {resources[Resource.TILE]} | Glass {resources[Resource.GLASS]}\n" + - $"Comitted: Bricks {committedResources[Resource.BRICK]} | Tiles {committedResources[Resource.TILE]} | Glass {committedResources[Resource.GLASS]}"; + $"Storage: Bricks {resources[Resource.BRICK]} | Tiles {resources[Resource.TILE]} | Planks {resources[Resource.PLANKS]}\n" + + $"Comitted: Bricks {committedResources[Resource.BRICK]} | Tiles {committedResources[Resource.TILE]} | Planks {committedResources[Resource.PLANKS]}"; } public void CommitResources() diff --git a/Assets/Scripts/HouseManager.cs b/Assets/Scripts/HouseManager.cs index 116f16f..bb5d390 100644 --- a/Assets/Scripts/HouseManager.cs +++ b/Assets/Scripts/HouseManager.cs @@ -10,7 +10,7 @@ public class HouseManager : MonoBehaviour private int workerPerHouse = 3; private GameManager gameManager; - //House cost: Brick Tile Glass + //House cost: Brick Tile Plank public int[] cost = new int[3] { 10, 5, 2 }; // Start is called before the first frame update @@ -42,7 +42,7 @@ public class HouseManager : MonoBehaviour { if (gameManager.GetResourceCount(Resource.BRICK) < cost[0] || gameManager.GetResourceCount(Resource.TILE) < cost[1] || - gameManager.GetResourceCount(Resource.GLASS) < cost[2]) + gameManager.GetResourceCount(Resource.PLANKS) < cost[2]) { Debug.Log("Not enough resources to build house!"); return; @@ -50,7 +50,7 @@ public class HouseManager : MonoBehaviour gameManager.RemoveResource(Resource.BRICK, cost[0]); gameManager.RemoveResource(Resource.TILE, cost[1]); - gameManager.RemoveResource(Resource.GLASS, cost[2]); + gameManager.RemoveResource(Resource.PLANKS, cost[2]); gameManager.AddResource(Resource.HOUSE, 1); } } diff --git a/Assets/Scripts/MonumentManager.cs b/Assets/Scripts/MonumentManager.cs index f7559a1..dc0eb7a 100644 --- a/Assets/Scripts/MonumentManager.cs +++ b/Assets/Scripts/MonumentManager.cs @@ -8,7 +8,7 @@ public class Monument { public string name; public string description; - public int brickCost, tileCost, glassCost; + public int brickCost, tileCost, plankCost; public GameObject worldObject; } public class MonumentManager : MonoBehaviour @@ -44,11 +44,11 @@ public class MonumentManager : MonoBehaviour Monument monument = monuments[i]; if(availableResources[Resource.BRICK] >= monument.brickCost && availableResources[Resource.TILE] >= monument.tileCost && - availableResources[Resource.GLASS] >= monument.glassCost ) + availableResources[Resource.PLANKS] >= monument.plankCost ) { availableResources[Resource.BRICK] -= monument.brickCost; availableResources[Resource.TILE] -= monument.tileCost; - availableResources[Resource.GLASS] -= monument.glassCost; + availableResources[Resource.PLANKS] -= monument.plankCost; monument.worldObject.GetComponent().material.color = Color.green; lastMonumentIndex = i; } else @@ -68,7 +68,7 @@ public class MonumentManager : MonoBehaviour nextUnlockLabel.text = $"Next Unlock: {monuments[lastMonumentIndex + 1].name} (" + $" B: {resourcesForNextUnlock[Resource.BRICK]}/{monuments[lastMonumentIndex + 1].brickCost}" + $" T: {resourcesForNextUnlock[Resource.TILE]}/{monuments[lastMonumentIndex + 1].tileCost}" + - $" G: {resourcesForNextUnlock[Resource.GLASS]}/{monuments[lastMonumentIndex + 1].glassCost})"; + $" P: {resourcesForNextUnlock[Resource.PLANKS]}/{monuments[lastMonumentIndex + 1].plankCost})"; } } diff --git a/Assets/Scripts/Tutorial.cs b/Assets/Scripts/Tutorial.cs index c99c5f3..13a261c 100644 --- a/Assets/Scripts/Tutorial.cs +++ b/Assets/Scripts/Tutorial.cs @@ -77,7 +77,7 @@ public class Tutorial : MonoBehaviour { if (gameManager.GetResourceCount(Resource.BRICK) >= houseManager.cost[0] && gameManager.GetResourceCount(Resource.TILE) >= houseManager.cost[1] && - gameManager.GetResourceCount(Resource.GLASS) >= houseManager.cost[2]) + gameManager.GetResourceCount(Resource.PLANKS) >= houseManager.cost[2]) { tutorialElements[(int)Tutorials.HouseBuilding].worldObject.SetActive(true);