Added the basic purchase multiplier for houses and to un/assign workers.
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@@ -9,28 +9,34 @@ public class HouseManager : MonoBehaviour
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private float ttnw = 30; //Time to next worker
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private float currentTtnw = 0;
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private int workerPerHouse = 3;
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private int purchaseMultiplier;
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private TogglePurchaseAmount purchaseAmount;
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private GameManager gameManager;
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[SerializeField]
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private GameObject mouseNotificationLabel;
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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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// public int[] cost = new int[3] { 10, 5, 2 };
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public int[] cost = new int[3] { 2, 1, 1 };
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[SerializeField]
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private Transform notificationOrigin;
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[SerializeField]
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[SerializeField]
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private TMP_Text houseReqLabel;
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// Start is called before the first frame update
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void Start()
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{
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purchaseAmount = GameObject.Find("PurchaseMultiplier").GetComponent<TogglePurchaseAmount>();
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gameManager = GameObject.Find("GameManager").GetComponent<GameManager>();
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}
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// Update is called once per frame
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void Update()
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{
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houseReqLabel.text = $"{gameManager.GetResourceCount(Resource.BRICK)}/{cost[0]} Bricks\n" +
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$"{gameManager.GetResourceCount(Resource.TILE)}/{cost[1]} Tiles\n" +
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$"{gameManager.GetResourceCount(Resource.PLANKS)}/{cost[2]} Planks\n";
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if (currentTtnw > 0)
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purchaseMultiplier = purchaseAmount.GetPurchaseAmount();
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Debug.Log(purchaseMultiplier.ToString());
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houseReqLabel.text = $"{gameManager.GetResourceCount(Resource.BRICK)}/{cost[0] * purchaseMultiplier} Bricks\n" +
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$"{gameManager.GetResourceCount(Resource.TILE)}/{cost[1] * purchaseMultiplier} Tiles\n" +
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$"{gameManager.GetResourceCount(Resource.PLANKS)}/{cost[2] * purchaseMultiplier} Planks\n";
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if (currentTtnw > 0)
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{
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currentTtnw -= Time.deltaTime;
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} else
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@@ -53,9 +59,9 @@ public class HouseManager : MonoBehaviour
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public void BuildHouse()
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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.PLANKS) < cost[2])
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if (gameManager.GetResourceCount(Resource.BRICK) < cost[0] * purchaseMultiplier ||
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gameManager.GetResourceCount(Resource.TILE) < cost[1] * purchaseMultiplier ||
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gameManager.GetResourceCount(Resource.PLANKS) < cost[2] * purchaseMultiplier)
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{
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Debug.Log("Not enough resources to build house!");
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GameObject infoLabel = Instantiate(mouseNotificationLabel, GameObject.Find("Canvas").transform);
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@@ -64,9 +70,9 @@ public class HouseManager : MonoBehaviour
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return;
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}
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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.PLANKS, cost[2]);
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gameManager.AddResource(Resource.HOUSE, 1);
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gameManager.RemoveResource(Resource.BRICK, cost[0] * purchaseMultiplier);
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gameManager.RemoveResource(Resource.TILE, cost[1] * purchaseMultiplier);
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gameManager.RemoveResource(Resource.PLANKS, cost[2] * purchaseMultiplier);
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gameManager.AddResource(Resource.HOUSE, 1 * purchaseMultiplier);
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}
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}
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