Implement world map and monument unlocking #1

Merged
JanGross merged 3 commits from world-map into master 2024-08-18 21:54:30 +02:00
12 changed files with 2170 additions and 151 deletions

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@@ -1,5 +1,180 @@
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@@ -20,7 +20,7 @@ public class AssignableWorker : MonoBehaviour
public void AddWorker() public void AddWorker()
{ {
if(gameManager.GetResource(Resource.WORKER) > 0) if(gameManager.GetResourceCount(Resource.WORKER) > 0)
{ {
workersAssigned++; workersAssigned++;
gameManager.RemoveResource(Resource.WORKER, 1); gameManager.RemoveResource(Resource.WORKER, 1);

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@@ -36,11 +36,11 @@ public class Facility : MonoBehaviour
if (!processing) //Not processing but workers assigned, start new job if material is available if (!processing) //Not processing but workers assigned, start new job if material is available
{ {
if (gameManager.GetResource(inputResource) < materialConsumption) return; //Not enough material if (gameManager.GetResourceCount(inputResource) < materialConsumption) return; //Not enough material
//Consumtion 5, 2 //Consumtion 5, 2
int workerCount = (assignableWorker.GetAssignedWorkers() == 0 ? 1 : assignableWorker.GetAssignedWorkers()); int workerCount = (assignableWorker.GetAssignedWorkers() == 0 ? 1 : assignableWorker.GetAssignedWorkers());
int maxPossibleBatch = gameManager.GetResource(inputResource) / materialConsumption; int maxPossibleBatch = gameManager.GetResourceCount(inputResource) / materialConsumption;
currentProductionBatch = Mathf.Min(maxPossibleBatch, workerCount); currentProductionBatch = Mathf.Min(maxPossibleBatch, workerCount);
int requiredRessources = currentProductionBatch * materialConsumption; int requiredRessources = currentProductionBatch * materialConsumption;
@@ -67,8 +67,9 @@ public class Facility : MonoBehaviour
{ {
if (processing) return; //Already processing if (processing) return; //Already processing
if (gameManager.GetResource(inputResource) < materialConsumption) return; //Not enough material if (gameManager.GetResourceCount(inputResource) < materialConsumption) return; //Not enough material
currentProductionBatch = 1;
gameManager.RemoveResource(inputResource, materialConsumption); gameManager.RemoveResource(inputResource, materialConsumption);
currentProcess = processingTime; currentProcess = processingTime;
processing = true; processing = true;

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@@ -17,6 +17,15 @@ public enum Resource
} }
public class GameManager : MonoBehaviour public class GameManager : MonoBehaviour
{ {
private int currentView = 0;
private Dictionary<Resource, int> committedResources = new Dictionary<Resource, int>()
{
{ Resource.BRICK, 0 },
{ Resource.TILE, 0 },
{ Resource.GLASS, 0 }
};
private Dictionary<Resource, int> resources = new Dictionary<Resource, int>() private Dictionary<Resource, int> resources = new Dictionary<Resource, int>()
{ {
{ Resource.ROCK, 0 }, { Resource.ROCK, 0 },
@@ -27,15 +36,34 @@ public class GameManager : MonoBehaviour
{ Resource.GLASS, 0 }, { Resource.GLASS, 0 },
{ Resource.HOUSE, 1 }, { Resource.HOUSE, 1 },
{ Resource.WORKER, 0 }, { Resource.WORKER, 0 },
{ Resource.TOTAL_WORKER, 0 }, { Resource.TOTAL_WORKER, 0 }
}; };
public TMPro.TMP_Text debugText; public TMPro.TMP_Text debugText;
[SerializeField]
private TMPro.TMP_Text resourceLabel;
[SerializeField]
private TMPro.TMP_Text housingLabel;
[Header("Map View")]
[SerializeField]
private Transform worldMapCameraPos;
[SerializeField]
private GameObject mainViewBtn, commitBtn;
[Header("Main View")]
[SerializeField]
private Transform mainCameraPos;
[SerializeField]
private GameObject mapViewBtn;
private MonumentManager monumentManager;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
Camera.main.transform.position = mainCameraPos.position;
monumentManager = GameObject.Find("MonumentManager").GetComponent<MonumentManager>();
} }
// Update is called once per frame // Update is called once per frame
@@ -46,6 +74,24 @@ public class GameManager : MonoBehaviour
{ {
debugText.text += item.ToString(); debugText.text += item.ToString();
} }
housingLabel.text = $"{resources[Resource.HOUSE]} Houses\n" +
$"{resources[Resource.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]}";
}
public void CommitResources()
{
List<Resource> resourceList = new List<Resource>(committedResources.Keys);
foreach (Resource resource in resourceList)
{
committedResources[resource] += GetResourceCount(resource);
RemoveResource(resource, GetResourceCount(resource));
}
monumentManager.UpdateUnlocks();
} }
public void AddResource(Resource res, int amt) 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];
} }
public Dictionary<Resource, int> GetCommitedResources()
{
return new Dictionary<Resource, int>(committedResources);
}
public void SetView(int view)
{
switch (view)
{
case 0: //Main view
Camera.main.transform.position = mainCameraPos.position;
mainViewBtn.SetActive(false);
mapViewBtn.SetActive(true);
commitBtn.SetActive(false);
break;
case 1: //Map View
Camera.main.transform.position = worldMapCameraPos.position;
mainViewBtn.SetActive(true);
mapViewBtn.SetActive(false);
commitBtn.SetActive(true);
break;
default:
break;
}
}
} }

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@@ -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;

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@@ -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());
} }

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@@ -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})";
}
}

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@@ -0,0 +1,2 @@
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@@ -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()
{
}
}

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