Finish monument unlocking mvp
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@@ -19,6 +19,13 @@ public class GameManager : MonoBehaviour
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{
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private int currentView = 0;
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private Dictionary<Resource, int> committedResources = new Dictionary<Resource, int>()
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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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};
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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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@@ -29,21 +36,34 @@ public class GameManager : MonoBehaviour
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{ Resource.GLASS, 0 },
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{ Resource.HOUSE, 1 },
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{ Resource.WORKER, 0 },
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{ Resource.TOTAL_WORKER, 0 },
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{ Resource.TOTAL_WORKER, 0 }
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};
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public TMPro.TMP_Text debugText;
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[SerializeField]
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GameObject mainViewBtn, mapViewBtn;
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private TMPro.TMP_Text resourceLabel;
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[SerializeField]
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private Transform mainCameraPos, worldMapCameraPos;
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private TMPro.TMP_Text housingLabel;
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[Header("Map View")]
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[SerializeField]
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private Transform worldMapCameraPos;
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[SerializeField]
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private GameObject mainViewBtn, commitBtn;
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[Header("Main View")]
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[SerializeField]
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private Transform mainCameraPos;
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[SerializeField]
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private GameObject mapViewBtn;
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private MonumentManager monumentManager;
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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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Camera.main.transform.position = mainCameraPos.position;
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monumentManager = GameObject.Find("MonumentManager").GetComponent<MonumentManager>();
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}
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// Update is called once per frame
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@@ -54,6 +74,24 @@ public class GameManager : MonoBehaviour
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{
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debugText.text += item.ToString();
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}
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housingLabel.text = $"{resources[Resource.HOUSE]} Houses\n" +
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$"{resources[Resource.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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}
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public void CommitResources()
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{
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List<Resource> resourceList = new List<Resource>(committedResources.Keys);
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foreach (Resource resource in resourceList)
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{
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committedResources[resource] += GetResourceCount(resource);
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RemoveResource(resource, GetResourceCount(resource));
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}
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monumentManager.UpdateUnlocks();
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}
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public void AddResource(Resource res, int amt)
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@@ -71,19 +109,26 @@ public class GameManager : MonoBehaviour
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return resources[res];
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}
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public Dictionary<Resource, int> GetCommitedResources()
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{
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return new Dictionary<Resource, int>(committedResources);
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}
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public void SetView(int view)
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{
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switch (view)
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{
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case 0: //Main view
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Camera.main.transform.position = mainCameraPos.position;
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mainViewBtn.SetActive(true);
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mapViewBtn.SetActive(false);
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mainViewBtn.SetActive(false);
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mapViewBtn.SetActive(true);
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commitBtn.SetActive(false);
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break;
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case 1: //Map View
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Camera.main.transform.position = worldMapCameraPos.position;
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mainViewBtn.SetActive(false);
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mapViewBtn.SetActive(true);
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mainViewBtn.SetActive(true);
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mapViewBtn.SetActive(false);
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commitBtn.SetActive(true);
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break;
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default:
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break;
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