Beispiel #1
0
 private bool CheckForVictory(HiddenPlayer hidden)
 {
     if (!haveLost)
     {
         if (timeElapsed <= timer)//time has not run out
         {
             if (!haveWon)
             {
                 if (hidden.nonRenew > 0f && hidden.wealth > 0f)                            //hidden player should not be depleted
                 {
                     if (gameResources[2].modifier >= 10 && gameResources[2].value >= 1000) // renewable and sustainable
                     {
                         if (gameResources[0].modifier <= 0)                                //no non-renewables being mined
                         {
                             if (hiddenPlayer.satisfaction >= satisfactionNeeded)
                             {
                                 victoryHandler.gameObject.SetActive(true);
                                 Time.timeScale = 0;
                                 haveWon        = true;
                                 return(true);
                             }
                         }
                     }
                 }
             }
             if (haveWon)
             {
                 return(true);
             }
         }
     }
     return(false);
 }
Beispiel #2
0
 void Awake()
 {
     hiddenPlayer     = gameObject.GetComponent <HiddenPlayer>();
     gameResources[0] = GameObject.Find("Energy").GetComponent <GameResource>();
     gameResources[1] = GameObject.Find("Wealth").GetComponent <GameResource>();
     gameResources[2] = GameObject.Find("Renewables").GetComponent <GameResource>();
 }
    //to-do: Add other ways for Resource values to change
    void Awake()
    {
        button = gameObject.GetComponent <Button>();
        button.onClick.AddListener(ResourceUsage);//Method for reducing resource use for each resource that the policy/decision requires
        int i = 0;

        while (i < otherButtons.Count)
        {
            otherButtons[i].onClick.AddListener(PressedTheOtherButtons);//check if narratively conflicting buttons are pressed
            i++;
        }
        if (unlockButton)
        {
            text      = gameObject.transform.Find("UnlockNeeded").gameObject.GetComponent <Text>();
            text.text = unlockButton.gameObject.name + " Needed";
        }
        else if (!unlockButton)
        {
            text     = null;
            unlocked = true;
        }
        gameResources[0] = GameObject.Find("Energy").GetComponent <GameResource>();
        gameResources[1] = GameObject.Find("Wealth").GetComponent <GameResource>();
        gameResources[2] = GameObject.Find("Renewables").GetComponent <GameResource>();
        hiddenPlayer     = GameObject.Find("HiddenPlayer").GetComponent <HiddenPlayer>();
        gainModifier     = GetComponent <GainModifier>();
    }
Beispiel #4
0
 private bool CheckForLoss(HiddenPlayer hidden)//TO-DO- Execute Loss Consequence
 {
     if (!haveWon)
     {
         if (!haveLost)
         {
             if (hidden.nonRenew <= 0f && gameResources[0].modifier > 0f) //depleted hidden player
             {
                 defeatHandlers[0].gameObject.SetActive(true);            //You have exhausted the Earth's natural resources!
                 Time.timeScale = 0;
                 haveLost       = true;
                 //return true;
             }
             if (gameResources[1].modifier <= 0 && hidden.wealth <= 0f) //bankrupt
             {
                 defeatHandlers[1].gameObject.SetActive(true);          //Your Government has fallen to bankruptcy!
                 Time.timeScale = 0;
                 haveLost       = true;
                 // return true;
             }
             if (gameResources[0].modifier <= 0 && gameResources[0].value <= 0 && gameResources[2].modifier <= 0 && gameResources[2].value <= 0) //no energy left and no way to make more
             {
                 defeatHandlers[2].gameObject.SetActive(true);                                                                                   //You have exhausted all your energy reserves!
                 Time.timeScale = 0;
                 haveLost       = true;
                 //return true;
             }
             if (timeElapsed >= timer)                         //time has run out
             {
                 defeatHandlers[3].gameObject.SetActive(true); //Climate Change has doomed your civilization!
                 Time.timeScale = 0;
                 haveLost       = true;
                 // return true;
             }
             if (hidden.satisfaction <= satisfactionFactor)
             {
                 defeatHandlers[4].gameObject.SetActive(true);//The people, unhappy with your policies, have voted you out!
                 Time.timeScale = 0;
                 haveLost       = true;
                 //return true;
             }
             if (hidden.discontent >= discontentFactor)
             {
                 defeatHandlers[5].gameObject.SetActive(true);//The people, unhappy with your policies, have forced you out!
                 Time.timeScale = 0;
                 haveLost       = true;
                 // return true;
             }
         }
         if (haveLost)
         {
             return(true);
         }
     }
     return(false);
 }