public override GameObject[,] InitiateMatrix(string str)
    {
        GameObject[,] mat = new GameObject[nbRow, nbCol];
        Vector3 center = new Vector3(ResourceMatrix.tileSize * ResourceMatrix.nbCol / 2, ResourceMatrix.tileSize * ResourceMatrix.nbRow / 2, 0);

        for (int i = 0; i < GameMatrix.nbRow; i++)
        {
            for (int j = 0; j < GameMatrix.nbCol; j++)
            {
                if (char.Equals(str [i * nbCol + j], 'p'))
                {
                    mat [i, j] = GameElement.InstantiateGameObject(i, j, resPlant);
                }
                else if (char.Equals(str [i * nbCol + j], 'w'))
                {
                    mat [i, j] = GameElement.InstantiateGameObject(i, j, resWater);
                }
                else if (char.Equals(str [i * nbCol + j], 'o'))
                {
                    mat [i, j] = GameElement.InstantiateGameObject(i, j, resWood);
                }
                else if (char.Equals(str [i * nbCol + j], 'b'))
                {
                    mat [i, j] = GameElement.InstantiateGameObject(i, j, resBottle);
                }
                else if (char.Equals(str [i * nbCol + j], 'e'))
                {
                    mat [i, j] = GameElement.InstantiateGameObject(i, j, resElectricity);
                }
                else if (char.Equals(str [i * nbCol + j], 'u'))
                {
                    mat [i, j] = GameElement.InstantiateGameObject(i, j, resPollution);
                }
                else if (char.Equals(str [i * nbCol + j], 'r'))
                {
                    mat [i, j] = GameElement.InstantiateGameObject(i, j, resRadioactivity);
                }
                else
                {
                    mat [i, j] = GameElement.InstantiateGameObject(i, j, resNull);
                }
            }
        }

        return(mat);
    }
Beispiel #2
0
    public void Produce()
    {
        GameObject obj = res.GetObject(coo.indexR, coo.indexC);

        if (obj != null)
        {
            if (string.Equals(obj.tag, prefabResource.tag) && !string.Equals(obj.tag, "radioactivityWaste") && !string.Equals(obj.tag, "electricity"))
            {
                // La ressource sur le terrain est la meme que la ressource produite par le terrain, donc on stack la nouvelle ressource sur celle deja presente
                obj.GetComponent <QuantityUnit> ().StackUnit();
            }
            else if (string.Equals(obj.tag, "none"))
            {
                // On a une ressource nulle sur le terrain. On la remplace par une ressource produite.
                Destroy(obj);
                GameElement.InstantiateGameObject(coo.indexR, coo.indexC, prefabResource);
            }
        }
    }
Beispiel #3
0
    public override GameObject[,] InitiateMatrix(string str)
    {
        GameObject[,] mat = new GameObject[GameMatrix.nbRow, GameMatrix.nbCol];

        for (int i = 0; i < GameMatrix.nbRow; i++)
        {
            for (int j = 0; j < GameMatrix.nbCol; j++)
            {
                if (char.Equals(str [i * nbCol + j], 'f'))
                {
                    mat [i, j] = GameElement.InstantiateGameObject(i, j, gndForest);
                }
                else if (char.Equals(str [i * nbCol + j], 'p'))
                {
                    mat [i, j] = GameElement.InstantiateGameObject(i, j, gndPlain);
                }
                else if (char.Equals(str [i * nbCol + j], 'i'))
                {
                    mat [i, j] = GameElement.InstantiateGameObject(i, j, gndInfested);
                }
                else if (char.Equals(str [i * nbCol + j], 'c'))
                {
                    mat [i, j] = GameElement.InstantiateGameObject(i, j, gndCity);
                }
                else if (char.Equals(str [i * nbCol + j], 'r'))
                {
                    mat [i, j] = GameElement.InstantiateGameObject(i, j, gndRiver);
                }
                else if (char.Equals(str [i * nbCol + j], 'e'))
                {
                    mat [i, j] = GameElement.InstantiateGameObject(i, j, gndEnergyCentral);
                }
                else
                {
                    Debug.Log("ne fait rien, bizarre");
                }
            }
        }

        return(mat);
    }
Beispiel #4
0
    public void Infection()
    {
        GameObject ground = gnd.GetObject(coo.indexR, coo.indexC);

        if (ground != null)
        {
            if (!string.Equals(ground.tag, "infestedGnd") && !string.Equals(ground.tag, "city") && !string.Equals(ground.tag, "central"))
            {
                if (ground.GetComponent <Production> () != null)
                {
                    // Si le sol produisait quelque chose, on fait en sorte qu'il ne produit plus rien desormais.
                    // On supprime son handler de l'event OnClock
                    ground.GetComponent <Production> ().StopProduction();
                }

                // On remplace l'ancien sol par un sol contamine.
                Destroy(ground);
                GameObject newGround = GameElement.InstantiateGameObject(coo.indexR, coo.indexC, infestedGround);
                gnd.SetObject(coo.indexR, coo.indexC, newGround);
            }
        }
    }
Beispiel #5
0
    private void Consume()
    {
        Debug.Log("on consomme");
        GameObject resource = res.GetObject(coo.indexR, coo.indexC);

        if (string.Equals(resource.tag, "plant"))
        {
            int qtt = resource.GetComponent <QuantityUnit> ().Quantity;

            if (resource.GetComponent <Radioactive> () == null)
            {
                happiness += qtt * ResourcesStat.happinessPlant;
                hunger    += qtt * ResourcesStat.hungerPlant;
                health    += qtt * ResourcesStat.healthPlant;
            }
            else
            {
                happiness += qtt * ResourcesStat.happinessRadioactivePlant;
                hunger    += qtt * ResourcesStat.hungerRadioactivePlant;
                health    += qtt * ResourcesStat.healthRadioactivePlant;
            }
        }
        else if (string.Equals(resource.tag, "water"))
        {
            int qtt = resource.GetComponent <QuantityUnit> ().Quantity;

            if (resource.GetComponent <Radioactive> () == null)
            {
                happiness += qtt * ResourcesStat.happinessWater;
                hunger    += qtt * ResourcesStat.hungerWater;
                health    += qtt * ResourcesStat.healthWater;
            }
            else
            {
                happiness += qtt * ResourcesStat.happinessRadioactiveWater;
                hunger    += qtt * ResourcesStat.hungerRadioactiveWater;
                health    += qtt * ResourcesStat.healthRadioactiveWater;
            }
        }
        else if (string.Equals(resource.tag, "electricity"))
        {
            happiness += ResourcesStat.happinessElectricity;
            hunger    += ResourcesStat.hungerElectricity;
            health    += ResourcesStat.healthElectricity;
        }

        if (Random.value < 0.3f)                // 30% de chances de générer un déchet
        {
            if (string.Equals(res.GetObject(coo.indexR + 1, coo.indexC).tag, "none"))
            {
                Destroy(res.GetObject(coo.indexR + 1, coo.indexC));
                GameElement.InstantiateGameObject(coo.indexR + 1, coo.indexC, resourceWaste);
            }
            else if (string.Equals(res.GetObject(coo.indexR - 1, coo.indexC).tag, "none"))
            {
                Destroy(res.GetObject(coo.indexR - 1, coo.indexC));
                GameElement.InstantiateGameObject(coo.indexR - 1, coo.indexC, resourceWaste);
            }
            else if (string.Equals(res.GetObject(coo.indexR, coo.indexC + 1).tag, "none"))
            {
                Destroy(res.GetObject(coo.indexR, coo.indexC + 1));
                GameElement.InstantiateGameObject(coo.indexR, coo.indexC + 1, resourceWaste);
            }
            else
            {
                Destroy(res.GetObject(coo.indexR, coo.indexC - 1));
                GameElement.InstantiateGameObject(coo.indexR, coo.indexC - 1, resourceWaste);
            }
        }

        Destroy(res.GetObject(coo.indexR, coo.indexC));
        GameElement.InstantiateGameObject(coo.indexR, coo.indexC, resourceNull);

        Debug.Log("hap : " + happiness + "; hung : " + hunger + "; heal : " + health);
    }