Rename Sand/Glass to Wood/Planks

This commit is contained in:
2024-08-19 01:59:02 +02:00
parent c77eb3cdb5
commit 4b01db375e
5 changed files with 19 additions and 19 deletions

View File

@@ -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

View File

@@ -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<Resource, int> resources = new Dictionary<Resource, int>()
{
{ 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()

View File

@@ -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);
}
}

View File

@@ -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<Renderer>().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})";
}
}

View File

@@ -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);