Implement basic production chain logic

This commit is contained in:
2024-08-18 00:57:49 +02:00
parent 862f6c4caa
commit 67c6597c21
107 changed files with 63765 additions and 268 deletions

View File

@@ -0,0 +1,48 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HouseManager : MonoBehaviour
{
private float ttnw = 30; //Time to next worker
private float currentTtnw = 0;
private int workerPerHouse = 3;
private GameManager gameManager;
// Start is called before the first frame update
void Start()
{
gameManager = GameObject.Find("GameManager").GetComponent<GameManager>();
}
// Update is called once per frame
void Update()
{
if (currentTtnw > 0)
{
currentTtnw -= Time.deltaTime;
} else
{
currentTtnw = ttnw;
if (gameManager.GetResource(Resource.WORKER) < gameManager.GetResource(Resource.HOUSE) * workerPerHouse)
{
gameManager.AddResource(Resource.WORKER, 1);
}
}
}
public void BuildHouse()
{
if (gameManager.GetResource(Resource.BRICK) < 10 ||
gameManager.GetResource(Resource.TILE) < 5 ||
gameManager.GetResource(Resource.GLASS) < 2)
{
Debug.Log("Not enough resources to build house!");
return;
}
gameManager.RemoveResource(Resource.BRICK, 10);
gameManager.RemoveResource(Resource.TILE, 5);
gameManager.RemoveResource(Resource.GLASS, 2);
gameManager.AddResource(Resource.HOUSE, 1);
}
}