Files
gmtk-2024/Assets/Scripts/HouseManager.cs
2024-08-19 01:51:02 +02:00

57 lines
1.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HouseManager : MonoBehaviour
{
[SerializeField]
private float ttnw = 30; //Time to next worker
private float currentTtnw = 0;
private int workerPerHouse = 3;
private GameManager gameManager;
//House cost: Brick Tile Glass
public int[] cost = new int[3] { 10, 5, 2 };
// Start is called before the first frame update
void Start()
{
gameManager = GameObject.Find("GameManager").GetComponent<GameManager>();
}
// Update is called once per frame
void Update()
{
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);
}
}
}
public void BuildHouse()
{
if (gameManager.GetResourceCount(Resource.BRICK) < cost[0] ||
gameManager.GetResourceCount(Resource.TILE) < cost[1] ||
gameManager.GetResourceCount(Resource.GLASS) < cost[2])
{
Debug.Log("Not enough resources to build house!");
return;
}
gameManager.RemoveResource(Resource.BRICK, cost[0]);
gameManager.RemoveResource(Resource.TILE, cost[1]);
gameManager.RemoveResource(Resource.GLASS, cost[2]);
gameManager.AddResource(Resource.HOUSE, 1);
}
}