Files
gmtk-2024/Assets/Scripts/HouseManager.cs
2024-08-20 19:51:14 +02:00

77 lines
3.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class HouseManager : MonoBehaviour
{
[SerializeField]
private float ttnw = 30; //Time to next worker
private float currentTtnw = 0;
private int workerPerHouse = 3;
private int purchaseMultiplier;
private TogglePurchaseAmount purchaseAmount;
private GameManager gameManager;
[SerializeField]
private GameObject mouseNotificationLabel;
//House cost: Brick Tile Plank
public int[] cost = new int[3] { 10, 5, 2 };
[SerializeField]
private Transform notificationOrigin;
[SerializeField]
private TMP_Text houseReqLabel;
// Start is called before the first frame update
void Start()
{
purchaseAmount = GameObject.Find("PurchaseMultiplier").GetComponent<TogglePurchaseAmount>();
gameManager = GameObject.Find("GameManager").GetComponent<GameManager>();
}
// Update is called once per frame
void Update()
{
purchaseMultiplier = purchaseAmount.GetPurchaseAmount();
houseReqLabel.text = $"{gameManager.GetResourceCount(Resource.BRICK)}/{cost[0] * purchaseMultiplier} Bricks\n" +
$"{gameManager.GetResourceCount(Resource.TILE)}/{cost[1] * purchaseMultiplier} Tiles\n" +
$"{gameManager.GetResourceCount(Resource.PLANKS)}/{cost[2] * purchaseMultiplier} Planks\n";
if (currentTtnw > 0)
{
currentTtnw -= Time.deltaTime;
} else
{
currentTtnw = ttnw;
if (gameManager.GetResourceCount(Resource.TOTAL_WORKER) < gameManager.GetResourceCount(Resource.HOUSE) * workerPerHouse)
{
int freeWorkerSlots = (gameManager.GetResourceCount(Resource.HOUSE) * workerPerHouse) - gameManager.GetResourceCount(Resource.TOTAL_WORKER);
int newWorkers = Mathf.CeilToInt((float)freeWorkerSlots / workerPerHouse);
gameManager.AddResource(Resource.WORKER, newWorkers);
gameManager.AddResource(Resource.TOTAL_WORKER, newWorkers);
GameObject infoLabel = Instantiate(mouseNotificationLabel, notificationOrigin.transform.position, Quaternion.identity, GameObject.Find("Canvas").transform);
infoLabel.GetComponent<MousePosLabel>().tmp.text = $"{newWorkers} worker{(newWorkers > 1 ? "s" : "")} moved in";
infoLabel.transform.position = notificationOrigin.transform.position;
infoLabel.GetComponent <MousePosLabel>().direction = new Vector3(0, -2, 0);
}
}
}
public void BuildHouse()
{
if (gameManager.GetResourceCount(Resource.BRICK) < cost[0] * purchaseMultiplier ||
gameManager.GetResourceCount(Resource.TILE) < cost[1] * purchaseMultiplier ||
gameManager.GetResourceCount(Resource.PLANKS) < cost[2] * purchaseMultiplier)
{
Debug.Log("Not enough resources to build house!");
GameObject infoLabel = Instantiate(mouseNotificationLabel, GameObject.Find("Canvas").transform);
infoLabel.GetComponent<MousePosLabel>().tmp.text = "Not enough resources to build house!";
infoLabel.GetComponent<MousePosLabel>().direction = new Vector3(0, 4, 0);
return;
}
gameManager.RemoveResource(Resource.BRICK, cost[0] * purchaseMultiplier);
gameManager.RemoveResource(Resource.TILE, cost[1] * purchaseMultiplier);
gameManager.RemoveResource(Resource.PLANKS, cost[2] * purchaseMultiplier);
gameManager.AddResource(Resource.HOUSE, 1 * purchaseMultiplier);
}
}