Beispiel #1
0
 public static void Show(Text ResourceText, ResourceStat resource)
 {
     if (resource != null)
     {
         ResourceText.text = resource.value.ToString();
     }
 }
    public void UpdateText()
    {
        IResourceManager itemManager = DIContainer.GetModule <IResourceManager>();
        ResourceStat     resource    = itemManager.getResourceNeed(name);

        if (resource != null)
        {
            text.text = resource.value.ToString();
        }
    }
Beispiel #3
0
    public bool AddResourceNeed(TypeOfResource.Type type, float Value)
    {
        ResourceStat resourceNeed = getResourceNeed(type);

        if (resourceNeed != null && Value > 0)
        {
            resourceNeed.AddValue(Value);
            SaveResouce();
            return(true);
        }
        return(false);
    }
    public bool ReduceResourceNeed(string type, float Value)
    {
        ResourceStat resourceNeed = getResourceNeed(type);

        if (resourceNeed != null && Value > 0)
        {
            resourceNeed.ReduceValue(Value);
            SaveResource(type);
            return(true);
        }
        return(false);
    }
 /// <summary>
 /// Load all resource to list dictionary.
 /// Luu toan bo tai nguyen vao list dictionary
 /// </summary>
 private void LoadAllResource()
 {
     resourceList = new Dictionary <string, ResourceStat>();
     foreach (string str in Enum.GetNames(typeof(TypeOfResource.Type)))
     {
         TypeOfResource type = new TypeOfResource
         {
             type = TypeOfResource.ConvertStringToEnum(str)
         };
         ResourceStat resource = new ResourceStat(PlayerPrefs.GetFloat(str, 0), type);
         resourceList.Add(str, resource);
     }
 }
    /// <summary>
    /// Save each element based on type of resource.
    /// Luu moi phan tu dua vao loai tai nguyen
    /// </summary>
    private void SaveResource(string str)
    {
        ResourceStat resource = getResourceNeed(str);

        if (resource != null)
        {
            PlayerPrefs.SetFloat(str, getResourceNeed(str).value);
        }
        else
        {
            PlayerPrefs.SetFloat(str, 0);
        }
    }
    public bool AddResourceNeed(string type, float Value)
    {
        ResourceStat resourceNeed = getResourceNeed(type);

        if (resourceNeed != null && Value > 0)
        {
            Debug.Log("Run");
            resourceNeed.AddValue(Value);
            SaveResource(type);
            return(true);
        }
        return(false);
    }
        public string[] GenerateAuditText()
        {
            // dialogue for ewan to say
            List<string> dialogue = new List<string>();

            dialogue.Add(
                "Congratulations on upgrading your Town Hall to Level Two. You can now upgrade all your entities to Level Two as well.");
            dialogue.Add(
                "Now that I'm here, I might as well take a look at your island and resources to give you some feedback on how your going !");

            var resourceTypes = Enum.GetValues(typeof(ResourceType)).Cast<ResourceType>();

            foreach (ResourceType resource in resourceTypes)
            {
                ResourceStat stat = resources.GetResourceBalanceFor(resource);

                int supply = stat.supply;
                int demand = stat.demand;

                int overall = supply - demand;

                AuditLevels auditLevels = null;

                switch (resource)
                {
                    case ResourceType.Environment:
                        auditLevels = audit.Environment;
                        break;
                    case ResourceType.Food:
                        auditLevels = audit.Food;
                        break;
                    case ResourceType.Power:
                        auditLevels = audit.Power;
                        break;
                    case ResourceType.Shelter:
                        auditLevels = audit.Shelter;
                        break;
                }

                string resourceDialogue = GetAuditForResource(auditLevels, overall);
                dialogue.Add(resourceDialogue);
            }

            dialogue.Add(
                "I'll be off now. Good luck on your journey in maintaining a healthy, prosperous and sustainable island. Remember, once you hit Level Three, you can unlock some special entities...");


            return dialogue.ToArray();
        }
 /// <summary>
 /// This function save all Resource.
 /// Chuc nang nay luu tat ca cac resource lai
 /// </summary>
 private void SaveAllResource()
 {
     foreach (string str in Enum.GetNames(typeof(TypeOfResource.Type)))
     {
         ResourceStat resource = getResourceNeed(str);
         if (resource != null)
         {
             PlayerPrefs.SetFloat(str, getResourceNeed(str).value);
         }
         else
         {
             PlayerPrefs.SetFloat(str, 0);
         }
     }
 }
Beispiel #10
0
 public void LoadResource()
 {
     // TO DO somethin....
     string[] s = PlayerPrefsX.GetStringArray(KeySave.ALL_RESOURCE);
     for (int i = 0; i < s.Length; i++)
     {
         string[] temp = s[i].Split(',');
         Debug.Log(s[i].ToString());
         if (temp.Length > 0 && temp.Length <= 2)
         {
             TypeOfResource type = new TypeOfResource
             {
                 type = (TypeOfResource.Type) int.Parse(temp[0])
             };
             float.TryParse(temp[1], out float value);
             ResourceStat resource = getResourceNeed(type.type);
             resource.value = value;
         }
     }
 }
Beispiel #11
0
 protected override void OnManaDepletion(ResourceStat stat)
 {
     base.OnManaDepletion(stat);
 }
Beispiel #12
0
 public void AddPrice(ResourceStat price)
 {
 }
 public void ShowHint(ResourceStat stat)
 {
     gameObject.SetActive(true);
     hint.text = string.Format(msg, stat.supply, stat.demand);
 }