Rename Sand/Glass to Wood/Planks
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@@ -8,7 +8,7 @@ public class Monument
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{
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public string name;
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public string description;
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public int brickCost, tileCost, glassCost;
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public int brickCost, tileCost, plankCost;
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public GameObject worldObject;
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}
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public class MonumentManager : MonoBehaviour
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@@ -44,11 +44,11 @@ public class MonumentManager : MonoBehaviour
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Monument monument = monuments[i];
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if(availableResources[Resource.BRICK] >= monument.brickCost &&
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availableResources[Resource.TILE] >= monument.tileCost &&
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availableResources[Resource.GLASS] >= monument.glassCost )
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availableResources[Resource.PLANKS] >= monument.plankCost )
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{
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availableResources[Resource.BRICK] -= monument.brickCost;
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availableResources[Resource.TILE] -= monument.tileCost;
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availableResources[Resource.GLASS] -= monument.glassCost;
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availableResources[Resource.PLANKS] -= monument.plankCost;
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monument.worldObject.GetComponent<Renderer>().material.color = Color.green;
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lastMonumentIndex = i;
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} else
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@@ -68,7 +68,7 @@ public class MonumentManager : MonoBehaviour
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nextUnlockLabel.text = $"Next Unlock: {monuments[lastMonumentIndex + 1].name} (" +
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$" B: {resourcesForNextUnlock[Resource.BRICK]}/{monuments[lastMonumentIndex + 1].brickCost}" +
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$" T: {resourcesForNextUnlock[Resource.TILE]}/{monuments[lastMonumentIndex + 1].tileCost}" +
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$" G: {resourcesForNextUnlock[Resource.GLASS]}/{monuments[lastMonumentIndex + 1].glassCost})";
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$" P: {resourcesForNextUnlock[Resource.PLANKS]}/{monuments[lastMonumentIndex + 1].plankCost})";
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}
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}
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