Rename Sand/Glass to Wood/Planks
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@@ -1708,7 +1708,7 @@ PrefabInstance:
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m_Modifications:
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- target: {fileID: 891704993983032679, guid: 2760da9f550c02e4480b4b992d6c8748, type: 3}
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propertyPath: m_Name
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value: SandMine
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value: WoodCutter
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objectReference: {fileID: 0}
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- target: {fileID: 3319062436162208223, guid: 2760da9f550c02e4480b4b992d6c8748, type: 3}
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propertyPath: resource
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@@ -1963,7 +1963,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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- target: {fileID: 5101894592932716088, guid: 33abb00a5a886954698312f903f951f9, type: 3}
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propertyPath: m_Name
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value: GlassBlower
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value: Woodery
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objectReference: {fileID: 0}
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- target: {fileID: 6385844933959367090, guid: 33abb00a5a886954698312f903f951f9, type: 3}
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propertyPath: baseOutput
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@@ -2337,13 +2337,13 @@ MonoBehaviour:
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description: 'This is big building '
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brickCost: 200
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tileCost: 1000
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glassCost: 100
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plankCost: 0
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worldObject: {fileID: 149471774}
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- name: Test Monument 2
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description: 'This is big building '
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brickCost: 100
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tileCost: 200
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glassCost: 100
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plankCost: 0
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worldObject: {fileID: 1883187468}
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nextUnlockLabel: {fileID: 406856357}
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--- !u!4 &1441277718
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@@ -6,11 +6,11 @@ using TMPro;
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public enum Resource
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{
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ROCK,
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SAND,
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WOOD,
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CLAY,
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BRICK,
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TILE,
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GLASS,
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PLANKS,
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HOUSE,
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WORKER,
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TOTAL_WORKER
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@@ -23,17 +23,17 @@ public class GameManager : MonoBehaviour
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{
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{ Resource.BRICK, 0 },
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{ Resource.TILE, 0 },
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{ Resource.GLASS, 0 }
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{ Resource.PLANKS, 0 }
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};
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private Dictionary<Resource, int> resources = new Dictionary<Resource, int>()
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{
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{ Resource.ROCK, 0 },
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{ Resource.SAND, 0 },
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{ Resource.WOOD, 0 },
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{ Resource.CLAY, 0 },
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{ Resource.BRICK, 0 },
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{ Resource.TILE, 0 },
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{ Resource.GLASS, 0 },
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{ Resource.PLANKS, 0 },
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{ Resource.HOUSE, 0 },
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{ Resource.WORKER, 0 },
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{ Resource.TOTAL_WORKER, 0 }
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@@ -78,8 +78,8 @@ public class GameManager : MonoBehaviour
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housingLabel.text = $"{resources[Resource.HOUSE]} Houses\n" +
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$"{resources[Resource.WORKER]}/{resources[Resource.TOTAL_WORKER]} Workers";
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resourceLabel.text = $"Resources:\n" +
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$"Storage: Bricks {resources[Resource.BRICK]} | Tiles {resources[Resource.TILE]} | Glass {resources[Resource.GLASS]}\n" +
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$"Comitted: Bricks {committedResources[Resource.BRICK]} | Tiles {committedResources[Resource.TILE]} | Glass {committedResources[Resource.GLASS]}";
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$"Storage: Bricks {resources[Resource.BRICK]} | Tiles {resources[Resource.TILE]} | Planks {resources[Resource.PLANKS]}\n" +
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$"Comitted: Bricks {committedResources[Resource.BRICK]} | Tiles {committedResources[Resource.TILE]} | Planks {committedResources[Resource.PLANKS]}";
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}
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public void CommitResources()
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@@ -10,7 +10,7 @@ public class HouseManager : MonoBehaviour
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private int workerPerHouse = 3;
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private GameManager gameManager;
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//House cost: Brick Tile Glass
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//House cost: Brick Tile Plank
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public int[] cost = new int[3] { 10, 5, 2 };
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// Start is called before the first frame update
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@@ -42,7 +42,7 @@ public class HouseManager : MonoBehaviour
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{
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if (gameManager.GetResourceCount(Resource.BRICK) < cost[0] ||
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gameManager.GetResourceCount(Resource.TILE) < cost[1] ||
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gameManager.GetResourceCount(Resource.GLASS) < cost[2])
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gameManager.GetResourceCount(Resource.PLANKS) < cost[2])
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{
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Debug.Log("Not enough resources to build house!");
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return;
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@@ -50,7 +50,7 @@ public class HouseManager : MonoBehaviour
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gameManager.RemoveResource(Resource.BRICK, cost[0]);
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gameManager.RemoveResource(Resource.TILE, cost[1]);
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gameManager.RemoveResource(Resource.GLASS, cost[2]);
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gameManager.RemoveResource(Resource.PLANKS, cost[2]);
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gameManager.AddResource(Resource.HOUSE, 1);
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}
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}
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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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@@ -77,7 +77,7 @@ public class Tutorial : MonoBehaviour
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{
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if (gameManager.GetResourceCount(Resource.BRICK) >= houseManager.cost[0] &&
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gameManager.GetResourceCount(Resource.TILE) >= houseManager.cost[1] &&
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gameManager.GetResourceCount(Resource.GLASS) >= houseManager.cost[2])
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gameManager.GetResourceCount(Resource.PLANKS) >= houseManager.cost[2])
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{
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tutorialElements[(int)Tutorials.HouseBuilding].worldObject.SetActive(true);
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