Compare commits
3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| cf0d7b2b35 | |||
| 19e2280875 | |||
| 4b83793066 |
@@ -1,5 +1,180 @@
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--- !u!33 &2507123039334392309
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File diff suppressed because it is too large
Load Diff
@@ -20,7 +20,7 @@ public class AssignableWorker : MonoBehaviour
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|||||||
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||||||
public void AddWorker()
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public void AddWorker()
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||||||
{
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{
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||||||
if(gameManager.GetResource(Resource.WORKER) > 0)
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if(gameManager.GetResourceCount(Resource.WORKER) > 0)
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||||||
{
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{
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||||||
workersAssigned++;
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workersAssigned++;
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||||||
gameManager.RemoveResource(Resource.WORKER, 1);
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gameManager.RemoveResource(Resource.WORKER, 1);
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||||||
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|||||||
@@ -36,11 +36,11 @@ public class Facility : MonoBehaviour
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||||||
if (!processing) //Not processing but workers assigned, start new job if material is available
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if (!processing) //Not processing but workers assigned, start new job if material is available
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||||||
{
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{
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||||||
if (gameManager.GetResource(inputResource) < materialConsumption) return; //Not enough material
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if (gameManager.GetResourceCount(inputResource) < materialConsumption) return; //Not enough material
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||||||
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||||||
//Consumtion 5, 2
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//Consumtion 5, 2
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int workerCount = (assignableWorker.GetAssignedWorkers() == 0 ? 1 : assignableWorker.GetAssignedWorkers());
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int workerCount = (assignableWorker.GetAssignedWorkers() == 0 ? 1 : assignableWorker.GetAssignedWorkers());
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||||||
int maxPossibleBatch = gameManager.GetResource(inputResource) / materialConsumption;
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int maxPossibleBatch = gameManager.GetResourceCount(inputResource) / materialConsumption;
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currentProductionBatch = Mathf.Min(maxPossibleBatch, workerCount);
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currentProductionBatch = Mathf.Min(maxPossibleBatch, workerCount);
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int requiredRessources = currentProductionBatch * materialConsumption;
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int requiredRessources = currentProductionBatch * materialConsumption;
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@@ -67,8 +67,9 @@ public class Facility : MonoBehaviour
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{
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{
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if (processing) return; //Already processing
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if (processing) return; //Already processing
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if (gameManager.GetResource(inputResource) < materialConsumption) return; //Not enough material
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if (gameManager.GetResourceCount(inputResource) < materialConsumption) return; //Not enough material
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currentProductionBatch = 1;
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gameManager.RemoveResource(inputResource, materialConsumption);
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gameManager.RemoveResource(inputResource, materialConsumption);
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currentProcess = processingTime;
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currentProcess = processingTime;
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processing = true;
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processing = true;
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@@ -17,6 +17,15 @@ public enum Resource
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}
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}
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public class GameManager : MonoBehaviour
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public class GameManager : MonoBehaviour
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||||||
{
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{
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||||||
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private int currentView = 0;
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||||||
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||||||
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private Dictionary<Resource, int> committedResources = new Dictionary<Resource, int>()
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{
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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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};
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||||||
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||||||
private Dictionary<Resource, int> resources = new Dictionary<Resource, int>()
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private Dictionary<Resource, int> resources = new Dictionary<Resource, int>()
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||||||
{
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{
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{ Resource.ROCK, 0 },
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{ Resource.ROCK, 0 },
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@@ -27,15 +36,34 @@ public class GameManager : MonoBehaviour
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{ Resource.GLASS, 0 },
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{ Resource.GLASS, 0 },
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{ Resource.HOUSE, 1 },
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{ Resource.HOUSE, 1 },
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{ Resource.WORKER, 0 },
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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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};
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||||||
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||||||
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public TMPro.TMP_Text debugText;
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public TMPro.TMP_Text debugText;
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[SerializeField]
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private TMPro.TMP_Text resourceLabel;
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[SerializeField]
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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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||||||
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private Transform mainCameraPos;
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[SerializeField]
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||||||
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private GameObject mapViewBtn;
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||||||
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||||||
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private MonumentManager monumentManager;
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// Start is called before the first frame update
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// Start is called before the first frame update
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||||||
void Start()
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void Start()
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||||||
{
|
{
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||||||
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Camera.main.transform.position = mainCameraPos.position;
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||||||
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monumentManager = GameObject.Find("MonumentManager").GetComponent<MonumentManager>();
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||||||
}
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}
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||||||
|
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||||||
// Update is called once per frame
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// Update is called once per frame
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||||||
@@ -46,6 +74,24 @@ public class GameManager : MonoBehaviour
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|||||||
{
|
{
|
||||||
debugText.text += item.ToString();
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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";
|
||||||
|
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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public void CommitResources()
|
||||||
|
{
|
||||||
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List<Resource> resourceList = new List<Resource>(committedResources.Keys);
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||||||
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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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}
|
||||||
|
|
||||||
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monumentManager.UpdateUnlocks();
|
||||||
}
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}
|
||||||
|
|
||||||
public void AddResource(Resource res, int amt)
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public void AddResource(Resource res, int amt)
|
||||||
@@ -58,9 +104,34 @@ public class GameManager : MonoBehaviour
|
|||||||
resources[res] -= amt;
|
resources[res] -= amt;
|
||||||
}
|
}
|
||||||
|
|
||||||
public int GetResource(Resource res)
|
public int GetResourceCount(Resource res)
|
||||||
{
|
{
|
||||||
return resources[res];
|
return resources[res];
|
||||||
}
|
}
|
||||||
|
|
||||||
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public Dictionary<Resource, int> GetCommitedResources()
|
||||||
|
{
|
||||||
|
return new Dictionary<Resource, int>(committedResources);
|
||||||
|
}
|
||||||
|
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||||||
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public void SetView(int view)
|
||||||
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{
|
||||||
|
switch (view)
|
||||||
|
{
|
||||||
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case 0: //Main view
|
||||||
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Camera.main.transform.position = mainCameraPos.position;
|
||||||
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mainViewBtn.SetActive(false);
|
||||||
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mapViewBtn.SetActive(true);
|
||||||
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commitBtn.SetActive(false);
|
||||||
|
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(true);
|
||||||
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mapViewBtn.SetActive(false);
|
||||||
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commitBtn.SetActive(true);
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -24,9 +24,9 @@ public class HouseManager : MonoBehaviour
|
|||||||
} else
|
} else
|
||||||
{
|
{
|
||||||
currentTtnw = ttnw;
|
currentTtnw = ttnw;
|
||||||
if (gameManager.GetResource(Resource.TOTAL_WORKER) < gameManager.GetResource(Resource.HOUSE) * workerPerHouse)
|
if (gameManager.GetResourceCount(Resource.TOTAL_WORKER) < gameManager.GetResourceCount(Resource.HOUSE) * workerPerHouse)
|
||||||
{
|
{
|
||||||
int freeWorkerSlots = (gameManager.GetResource(Resource.HOUSE) * workerPerHouse) - gameManager.GetResource(Resource.TOTAL_WORKER);
|
int freeWorkerSlots = (gameManager.GetResourceCount(Resource.HOUSE) * workerPerHouse) - gameManager.GetResourceCount(Resource.TOTAL_WORKER);
|
||||||
int newWorkers = Mathf.CeilToInt((float)freeWorkerSlots / workerPerHouse);
|
int newWorkers = Mathf.CeilToInt((float)freeWorkerSlots / workerPerHouse);
|
||||||
gameManager.AddResource(Resource.WORKER, newWorkers);
|
gameManager.AddResource(Resource.WORKER, newWorkers);
|
||||||
gameManager.AddResource(Resource.TOTAL_WORKER, newWorkers);
|
gameManager.AddResource(Resource.TOTAL_WORKER, newWorkers);
|
||||||
@@ -36,9 +36,9 @@ public class HouseManager : MonoBehaviour
|
|||||||
|
|
||||||
public void BuildHouse()
|
public void BuildHouse()
|
||||||
{
|
{
|
||||||
if (gameManager.GetResource(Resource.BRICK) < 10 ||
|
if (gameManager.GetResourceCount(Resource.BRICK) < 10 ||
|
||||||
gameManager.GetResource(Resource.TILE) < 5 ||
|
gameManager.GetResourceCount(Resource.TILE) < 5 ||
|
||||||
gameManager.GetResource(Resource.GLASS) < 2)
|
gameManager.GetResourceCount(Resource.GLASS) < 2)
|
||||||
{
|
{
|
||||||
Debug.Log("Not enough resources to build house!");
|
Debug.Log("Not enough resources to build house!");
|
||||||
return;
|
return;
|
||||||
|
|||||||
@@ -8,6 +8,8 @@ public class Mine : MonoBehaviour
|
|||||||
public Resource resource;
|
public Resource resource;
|
||||||
private GameManager gameManager;
|
private GameManager gameManager;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private TMPro.TextMeshPro storedLabel;
|
||||||
private float nextTick = 0f;
|
private float nextTick = 0f;
|
||||||
private AssignableWorker assignableWorker;
|
private AssignableWorker assignableWorker;
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
@@ -31,6 +33,7 @@ public class Mine : MonoBehaviour
|
|||||||
|
|
||||||
private void Tick()
|
private void Tick()
|
||||||
{
|
{
|
||||||
|
storedLabel.text = gameManager.GetResourceCount(resource).ToString();
|
||||||
gameManager.AddResource(resource, 1 * assignableWorker.GetAssignedWorkers());
|
gameManager.AddResource(resource, 1 * assignableWorker.GetAssignedWorkers());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
74
Assets/Scripts/MonumentManager.cs
Normal file
74
Assets/Scripts/MonumentManager.cs
Normal file
@@ -0,0 +1,74 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using TMPro;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public class Monument
|
||||||
|
{
|
||||||
|
public string name;
|
||||||
|
public string description;
|
||||||
|
public int brickCost, tileCost, glassCost;
|
||||||
|
public GameObject worldObject;
|
||||||
|
}
|
||||||
|
public class MonumentManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private List<Monument> monuments = new List<Monument>();
|
||||||
|
[SerializeField]
|
||||||
|
private TMP_Text nextUnlockLabel;
|
||||||
|
|
||||||
|
private GameManager gameManager;
|
||||||
|
private Dictionary<Resource, int> resourcesForNextUnlock;
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
gameManager = GameObject.Find("GameManager").GetComponent<GameManager>();
|
||||||
|
UpdateUnlocks();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void UpdateUnlocks()
|
||||||
|
{
|
||||||
|
Dictionary<Resource, int> availableResources = gameManager.GetCommitedResources();
|
||||||
|
int lastMonumentIndex = -1;
|
||||||
|
|
||||||
|
for (int i = 0; i < monuments.Count; i++)
|
||||||
|
{
|
||||||
|
Monument monument = monuments[i];
|
||||||
|
if(availableResources[Resource.BRICK] >= monument.brickCost &&
|
||||||
|
availableResources[Resource.TILE] >= monument.tileCost &&
|
||||||
|
availableResources[Resource.GLASS] >= monument.glassCost )
|
||||||
|
{
|
||||||
|
availableResources[Resource.BRICK] -= monument.brickCost;
|
||||||
|
availableResources[Resource.TILE] -= monument.tileCost;
|
||||||
|
availableResources[Resource.GLASS] -= monument.glassCost;
|
||||||
|
monument.worldObject.GetComponent<Renderer>().material.color = Color.green;
|
||||||
|
lastMonumentIndex = i;
|
||||||
|
} else
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
resourcesForNextUnlock = availableResources;
|
||||||
|
|
||||||
|
if (lastMonumentIndex == monuments.Count-1)
|
||||||
|
{
|
||||||
|
Debug.Log("All unlocked");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
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})";
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/MonumentManager.cs.meta
Normal file
2
Assets/Scripts/MonumentManager.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ec105ee063189bf4fba3ec1ba36e36ea
|
||||||
18
Assets/Scripts/UI/WorldMapUI.cs
Normal file
18
Assets/Scripts/UI/WorldMapUI.cs
Normal file
@@ -0,0 +1,18 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
public class WorldMapUI : MonoBehaviour
|
||||||
|
{
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/UI/WorldMapUI.cs.meta
Normal file
2
Assets/Scripts/UI/WorldMapUI.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 3f5605aef187419469548c23842f08da
|
||||||
@@ -4,5 +4,12 @@
|
|||||||
EditorBuildSettings:
|
EditorBuildSettings:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
m_Scenes: []
|
m_Scenes:
|
||||||
|
- enabled: 1
|
||||||
|
path: Assets/Scenes/Main.unity
|
||||||
|
guid: 08f986a56e32d3a42bfba00595e560dd
|
||||||
|
- enabled: 1
|
||||||
|
path: Assets/Scenes/WorldMap.unity
|
||||||
|
guid: 4eebe4d020578664287352b495c15e8c
|
||||||
m_configObjects: {}
|
m_configObjects: {}
|
||||||
|
m_UseUCBPForAssetBundles: 0
|
||||||
|
|||||||
Reference in New Issue
Block a user