54 lines
1.6 KiB
C#
54 lines
1.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class AssignableWorker : MonoBehaviour
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{
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private int workersAssigned = 0;
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private TogglePurchaseAmount purchaseAmount;
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private GameManager gameManager;
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private int workerAmount = 0;
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[SerializeField]
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private GameObject mouseNotificationLabel;
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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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public int GetAssignedWorkers()
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{
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return workersAssigned;
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}
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public void AddWorker()
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{
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workerAmount = purchaseAmount.GetPurchaseAmount();
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if(gameManager.GetResourceCount(Resource.WORKER) >= workerAmount)
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{
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workersAssigned += workerAmount;
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gameManager.RemoveResource(Resource.WORKER, workerAmount);
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} else
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{
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GameObject infoLabel = Instantiate(mouseNotificationLabel, GameObject.Find("Canvas").transform);
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infoLabel.GetComponent<MousePosLabel>().tmp.text = "No worker available!";
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infoLabel.GetComponent<MousePosLabel>().direction = new Vector3(0, 4, 0);
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}
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}
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public bool RemoveWorker()
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{
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workerAmount = purchaseAmount.GetPurchaseAmount();
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if (workersAssigned < workerAmount) return false;
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workersAssigned -= workerAmount;
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gameManager.AddResource(Resource.WORKER, workerAmount);
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return true;
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}
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}
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