void Start()
 {
     Player      = GameObject.FindGameObjectWithTag("Player");
     RM          = GameObject.FindGameObjectWithTag("Resource_Manager").GetComponent <Resource_Manager>();
     PlayerLevel = GameObject.FindGameObjectWithTag("Experience_Manager").GetComponent <Experience_Manager>().ReturnLevel();
     Damage      = DamageScale * PlayerLevel;
 }
Beispiel #2
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    }     // end UPDATE

    public void _IronClicker()
    {
        Resource_Manager resourceManagerScript = resourceManager.GetComponent <Resource_Manager>();

        if (mineIronOffCooldown)
        {
            mineIronCooldownTimer          = Time.time + mineIronCooldownLength;
            resourceManagerScript.ironOre += resourceManagerScript.ironOreClickIncrease;
        }
    } // end IRONCLICKER
Beispiel #3
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    } // end IRONCLICKER

    public void _CoalClicker()
    {
        Resource_Manager resourceManagerScript = resourceManager.GetComponent <Resource_Manager>();

        if (mineCoalOffCooldown)
        {
            mineCoalCooldownTimer       = Time.time + mineCoalCooldownLength;
            resourceManagerScript.coal += resourceManagerScript.coalClickIncrease;
        }
    } // end COALCLIKER
Beispiel #4
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    } // end COALCLIKER

    public void _ExploreRuinsClicker()
    {
        Resource_Manager resourceManagerScript = resourceManager.GetComponent <Resource_Manager>();

        if (exploreRuinsOffCooldown)
        {
            exploreRuinsCooldownTimer    = Time.time + exploreRuinsCooldownLength;
            resourceManagerScript.relic += resourceManagerScript.relicClickIncrease;
        }
    } // end EXPLORERUINSCLICKER
Beispiel #5
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    } // end PERFORMRITUALCLICKER

    public void _SmeltIron()
    {
        Resource_Manager resourceManagerScript = resourceManager.GetComponent <Resource_Manager>();

        if (resourceManagerScript.ironOre > 0)
        {
            resourceManagerScript.ironOre--;
            resourceManagerScript.iron++;
        }
    }
Beispiel #6
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    }     // end UPDATE

    public void _WoodClicked()
    {
        Resource_Manager resourceManagerScript = resourceManager.GetComponent <Resource_Manager>();

        if (stoneOffCooldown)
        {
            stoneCooldownTimer           = Time.time + stoneCooldownLength;
            resourceManagerScript.stone += resourceManagerScript.woodClickIncrease;
        } // end WOODOFFCOOLDOWN
    }     // end CLICKED
  } // end _WOODCLICKER

  public void _StoneClicker()
  {
    // update the resource manager when the button is clicked
    Resource_Manager resourceManagerScript = resourceManager.GetComponent<Resource_Manager>();

    // if the button is off cooldown add time to cooldown then increase the resource count
    if (stoneOffCooldown)
    {
      stoneCooldownTimer = Time.time + stoneCooldownLength;
      resourceManagerScript.stone += resourceManagerScript.stoneClickIncrease;
    }
  } // end _STONECLICKER
  } // end UPDATE

  public void _WoodClicker()
  {
    // update the resource manager when the button is clicked
    Resource_Manager resourceManagerScript = resourceManager.GetComponent<Resource_Manager>();

    // if the button is off cooldown add time to cooldown then increase the resource count
    if (woodOffCooldown)
    {
      woodCooldownTimer = Time.time + woodCooldownLength;
      resourceManagerScript.wood += resourceManagerScript.woodClickIncrease;
    }
  } // end _WOODCLICKER
Beispiel #9
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    } // end EXPLORERUINSCLICKER

    public void _ExpandMineClicker()
    {
        Resource_Manager resourceManagerScript = resourceManager.GetComponent <Resource_Manager>();

        if (expandMineOffCooldown)
        {
            expandMineCooldownTimer = Time.time + expandMineCooldownLength;
            resourceManagerScript.ironOreClickUpgradeMultiplier += 1;
            resourceManagerScript.coalClickUpgradeMultiplier    += 1;
            resourceManagerScript.stone += 100;
        }
    } // end EXPANDMINECLICKER
Beispiel #10
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    public void _MakeSteel()
    {
        Resource_Manager resourceManagerScript = resourceManager.GetComponent <Resource_Manager>();

        if (resourceManagerScript.iron > 5 && resourceManagerScript.coal > 5)
        {
            resourceManagerScript.iron -= 5;
            resourceManagerScript.coal -= 5;

            resourceManagerScript.steel++;
        }
    }
  } // end HERBSCLICKER

  public void _FishingClicker()
  {
    // update the resource manager when the button is clicked
    Resource_Manager resourceManagerScript = resourceManager.GetComponent<Resource_Manager>();

    // if the button is off cooldown add time to the cooldown then increase the resource count
    if (fishingOffCooldown)
    {
      fishingCooldownTimer = Time.time + fishingCooldownLenth;
      resourceManagerScript.food += resourceManagerScript.fishClickIncrease;
    }

  } // end FISHINGCLICKER
Beispiel #12
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 private void Awake()
 {
     RM          = GameObject.FindGameObjectWithTag("Resource_Manager").GetComponent <Resource_Manager>();
     PlayerLevel = GameObject.FindGameObjectWithTag("Experience_Manager").GetComponent <Experience_Manager>().ReturnLevel();
     Mana        = ManaScale * PlayerLevel;
     if (RM.ReturnMana() < Mana)
     {
         Destroy(gameObject);
     }
     else
     {
         RM.MinusMana(Mana);
     }
 }
  } // end MHUNTCLICKER

  public void _HerbsClicker()
  {
    // update the resource manager when the button is clicked
    Resource_Manager resourceManagerScript = resourceManager.GetComponent<Resource_Manager>();

    // if the button is off cooldown add time to the cooldown then increase the resource count
    if (herbsOffCooldown)
    {
      herbsCooldownTimer = Time.time + herbsCooldownLength;
      resourceManagerScript.herb += resourceManagerScript.herbClickIncrease;

    }

  } // end HERBSCLICKER
  } // end _STONECLICKER

  public void _RHuntClicker()
  {
    // update the resource manager when the button is clicked
    Resource_Manager resourceManagerScript = resourceManager.GetComponent<Resource_Manager>();

    // if the button is off cooldown add time to cooldown then increase the resource count
    if (rHuntOffCooldown)
    {
      rHuntCooldownTimer = Time.time + rHuntCooldownLength;
      resourceManagerScript.food += resourceManagerScript.meatClickIncrease;
      resourceManagerScript.bone += resourceManagerScript.boneClickIncrease;
      resourceManagerScript.teeth += resourceManagerScript.teethClickIncrease;
      resourceManagerScript.fur += resourceManagerScript.furClickIncrease;

    }
  } // end _RHUNTCLICKER(
    public void _SkinningKnife()
    {
        Resource_Manager resourceManagerScript = resourceManager.GetComponent <Resource_Manager>();

        if (resourceManagerScript.wood >= skinningCostWood && resourceManagerScript.stone >= skinningCostStone)
        {
            ++skinningLevel;
            resourceManagerScript.wood  -= skinningCostWood;
            resourceManagerScript.stone -= skinningCostStone;

            float newSkinningCostWood = (float)skinningCostWood * upgradeCostMultiplier;
            skinningCostWood = (int)newSkinningCostWood;

            float newSkinningCostStone = (float)skinningCostStone * upgradeCostMultiplier;
            skinningCostStone = (int)newSkinningCostStone;
        }
    }
    public void _Axes()
    {
        Resource_Manager resourceManagerScript = resourceManager.GetComponent <Resource_Manager>();

        if (resourceManagerScript.wood >= axeCostWood && resourceManagerScript.stone >= axeCostStone)
        {
            ++axeLevel;
            resourceManagerScript.wood  -= axeCostWood;
            resourceManagerScript.stone -= axeCostStone;

            float newAxesCostWood = (float)axeCostWood * upgradeCostMultiplier;
            axeCostWood = (int)newAxesCostWood;

            float newAxesCostStone = (float)axeCostStone * upgradeCostMultiplier;
            axeCostStone = (int)newAxesCostStone;

            resourceManagerScript.woodClickUpgradeMultiplier += 1;
        }
    }
    public void _Pickaxe()
    {
        Resource_Manager resourceManagerScript = resourceManager.GetComponent <Resource_Manager>();

        if (resourceManagerScript.wood >= pickaxeCostWood && resourceManagerScript.stone >= pickaxeCostStone)
        {
            ++pickaxeLevel;
            resourceManagerScript.wood  -= pickaxeCostWood;
            resourceManagerScript.stone -= pickaxeCostStone;

            float newPickCostWood = (float)pickaxeCostWood * upgradeCostMultiplier;
            pickaxeCostWood = (int)newPickCostWood;

            float newPickCostStone = (float)pickaxeCostStone * upgradeCostMultiplier;
            pickaxeCostStone = (int)newPickCostStone;

            resourceManagerScript.stoneClickUpgradeMultiplier += 1;
        }
    }
    public void _fishingPole()
    {
        Resource_Manager resourceManagerScript = resourceManager.GetComponent <Resource_Manager>();

        if (resourceManagerScript.wood >= fishingCostWood && resourceManagerScript.stone >= fishingCostStone)
        {
            ++fishingLevel;
            resourceManagerScript.wood  -= fishingCostWood;
            resourceManagerScript.stone -= fishingCostStone;

            float newFishCostWood = (float)fishingCostWood * upgradeCostMultiplier;
            fishingCostWood = (int)newFishCostWood;

            float newFishCostStone = (float)fishingCostStone * upgradeCostMultiplier;
            fishingCostStone = (int)newFishCostStone;

            resourceManagerScript.fishClickUpgradeMultiplier += 1;
        }
    }
    public void _ButcherKnife()
    {
        Resource_Manager resourceManagerScript = resourceManager.GetComponent <Resource_Manager>();

        if (resourceManagerScript.wood >= butcherCostWood && resourceManagerScript.stone >= butcherCostStone)
        {
            ++butcherLevel;
            resourceManagerScript.wood  -= butcherCostWood;
            resourceManagerScript.stone -= butcherCostStone;

            float newButcherCostWood = (float)butcherCostWood * upgradeCostMultiplier;
            butcherCostWood = (int)newButcherCostWood;

            float newButcherCostStone = (float)butcherCostStone * upgradeCostMultiplier;
            newButcherCostStone = (int)newButcherCostStone;

            resourceManagerScript.meatClickUpgradeMultiplier  += 1;
            resourceManagerScript.mMeatClickUpgradeMultiplier += 1;
        }
    }
    } // end update

    public void _HousingUpgrade()
    {
        Resource_Manager resourceManagerScript = resourceManager.GetComponent <Resource_Manager>();
        Worker_Manager   workerManagerScript   = workerManager.GetComponent <Worker_Manager>();

        if (resourceManagerScript.wood >= housingCostWood && resourceManagerScript.stone >= housingCostStone)
        {
            ++housingLevel;
            resourceManagerScript.wood  -= housingCostWood;
            resourceManagerScript.stone -= housingCostWood;

            float newHousingCostWood = (float)housingCostWood * upgradeCostMultiplier;
            housingCostWood = (int)newHousingCostWood;

            float newHousingCostStone = (float)housingCostStone * upgradeCostMultiplier;
            housingCostStone = (int)newHousingCostStone;

            workerManagerScript.workersIdle += 5;
        }
    }
  } // end _RHUNTCLICKER(

  public void _MHuntClicker()
  {
    // update the resource manager when the button is clicked
    Resource_Manager resourceManagerScript = resourceManager.GetComponent<Resource_Manager>();
    Worker_Manager workerManagerScript = workerManager.GetComponent<Worker_Manager>();
    Event_Manager_System eventManagerScript = eventManager.GetComponent<Event_Manager_System>();

    // if the button is off cooldown add time to cooldown then increase the resource count
    if (mHuntOffCooldown)
    {
      if (Random.Range(1, 10) + mHuntDeathMod + ((float)workerManagerScript.workersMonsterHunt / 2) <= 7)
      {
        if (workerManagerScript.workersMonsterHunt > 0)
        {
          workerManagerScript.workersMonsterHunt -= Random.Range(1, 3);

          if (workerManagerScript.workersMonsterHunt < 0)
          {
            workerManagerScript.workersMonsterHunt = 0;
          } // end setting the workers to 0 is they are lower

        } // end REMOVE WORKER
        eventManagerScript.mHuntCount += 1;

      } // end CHECK IF HUNT SUCCESSFUL

      else
      {
        mHuntCooldownTimer = Time.time + mHuntCooldownLength;
        resourceManagerScript.mBone += resourceManagerScript.mBoneClickIncrease;
        resourceManagerScript.mTeeth += resourceManagerScript.mTeethClickIncrease;
        resourceManagerScript.mPelt += resourceManagerScript.mPeltClickIncrease;
        resourceManagerScript.food += resourceManagerScript.mMeatClickIncrease;
        resourceManagerScript.mScale += resourceManagerScript.mScaleClickIncrease;

      } // end ELSE

    }

  } // end MHUNTCLICKER
    public void _mineStabilityUpgrade()
    {
        Resource_Manager resourceManagerScript = resourceManager.GetComponent <Resource_Manager>();
        Build_Manager    buildManagerScript    = buildManager.GetComponent <Build_Manager>();

        if (resourceManagerScript.wood >= mineStabilityCostWood && resourceManagerScript.stone >= mineStabilityCostStone && buildManagerScript.mineBuilt == false)
        {
            ++mineStablityLevel;
            resourceManagerScript.wood  -= mineStabilityCostWood;
            resourceManagerScript.stone -= mineStabilityCostStone;

            float newStabilityCostWood = (float)mineStabilityCostWood * upgradeCostMultiplier;
            mineStabilityCostWood = (int)newStabilityCostWood;

            float newStabilityCostStone = (float)mineStabilityCostStone * upgradeCostMultiplier;
            mineStabilityCostStone = (int)newStabilityCostStone;

            if (buildManagerScript.mineBuilt == false)
            {
                buildManagerScript.mineBuilt = true;
            }
        }
    }
Beispiel #23
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    // Update is called once per frame
    void Update()
    {
        Resource_Manager     resourceManagerScript = resourceManager.GetComponent <Resource_Manager>();
        Event_Manager_System eventManagerScript    = eventManager.GetComponent <Event_Manager_System>();


        if (Input.GetKey(KeyCode.P))
        {
            resourceManagerScript.wood += 1000;
        }

        if (Input.GetKey(KeyCode.O))
        {
            resourceManagerScript.stone += 1000;
        }

        if (Input.GetKey(KeyCode.I))
        {
            resourceManagerScript.bone += 1000;
        }

        if (Input.GetKey(KeyCode.U))
        {
            resourceManagerScript.teeth += 1000;
        }

        if (Input.GetKey(KeyCode.Y))
        {
            resourceManagerScript.fur += 1000;
        }

        if (Input.GetKey(KeyCode.L))
        {
            resourceManagerScript.mBone += 1000;
        }

        if (Input.GetKey(KeyCode.K))
        {
            resourceManagerScript.mTeeth += 1000;
        }

        if (Input.GetKey(KeyCode.J))
        {
            resourceManagerScript.mPelt += 1000;
        }

        if (Input.GetKey(KeyCode.H))
        {
            resourceManagerScript.iron += 1000;
        }

        if (Input.GetKey(KeyCode.M))
        {
            resourceManagerScript.steel += 1000;
        }

        if (Input.GetKey(KeyCode.N))
        {
            resourceManagerScript.coal += 1000;
        }

        if (Input.GetKey(KeyCode.B))
        {
            resourceManagerScript.leather += 1000;
        }

        if (Input.GetKey(KeyCode.I))
        {
            resourceManagerScript.mScale += 1000;
        }

        if (Input.GetKey(KeyCode.G))
        {
            resourceManagerScript.food += 1000;
        }

        if (Input.GetKey(KeyCode.V))
        {
            resourceManagerScript.herb += 1000;
        }

        if (Input.GetKey(KeyCode.R))
        {
            resourceManagerScript.ironOre += 1000;
        }

        if (Input.GetKey(KeyCode.F))
        {
            resourceManagerScript.relic += 1000;
        }

        if (Input.GetKey(KeyCode.C))
        {
            eventManagerScript.mHuntCount += 10;
        }
    }
    // Update is called once per frame
    void Update()
    {
        Resource_Manager resourceManagerScript = resourceManager.GetComponent <Resource_Manager>();

        Upgrade_Manager upgradeManagerScript = upgradeManager.GetComponent <Upgrade_Manager>();

        Worker_Manager workerManagerScript = workerManager.GetComponent <Worker_Manager>();

        Build_Manager buildManagerScript = buildManager.GetComponent <Build_Manager>();

        // start game
        if (eventOne)
        {
            eventPanel.gameObject.SetActive(true);
            eventText.text = "You wake up on the bank of a river with no knowledge of where or who you are.";
            eventOne       = false;
            eventTwo       = true;

            woodResource.gameObject.SetActive(true);
            woodButton.gameObject.SetActive(true);
        } // end event One

        // over 100 wood
        if (resourceManagerScript.wood >= 50 && eventTwo)
        {
            eventPanel.gameObject.SetActive(true);
            eventText.text = "While the environment isn't foreign you can't remember how to get back where you came from.";
            eventTwo       = false;
            eventThree     = true;

            buildPanel.gameObject.SetActive(true);
            houseUpgrade.gameObject.SetActive(true);
            stoneResource.gameObject.SetActive(true);
            stoneButton.gameObject.SetActive(true);
        } // end event two

        // build house
        if (upgradeManagerScript.housingLevel >= 1 && eventThree)
        {
            eventPanel.gameObject.SetActive(true);
            eventText.text = "A stranger stumbles out of the woods with wounds all over his body. A giant beast appears behind him and with" +
                             "a struggle you both bring the beast down. He like your house but says when he heals he could do it better";
            eventThree = false;
            eventFour  = true;

            workerPanel.gameObject.SetActive(true);
            lumberjacksWorker.gameObject.SetActive(true);
            stoneWorker.gameObject.SetActive(true);
            hunterWorker.gameObject.SetActive(true);
            fisherWorker.gameObject.SetActive(true);
            fishingButton.gameObject.SetActive(true);
            huntButton.gameObject.SetActive(true);
            boneResource.gameObject.SetActive(true);
            teethResource.gameObject.SetActive(true);
            furResource.gameObject.SetActive(true);
            meatResource.gameObject.SetActive(true);
            fishResource.gameObject.SetActive(true);
            axeUpgrade.gameObject.SetActive(true);
            carvingUpgrade.gameObject.SetActive(true);
            bowUpgrade.gameObject.SetActive(true);
            skinningUpgrade.gameObject.SetActive(true);
            fishingUpgrade.gameObject.SetActive(true);
        } // end event three

        // pop over 40
        if (workerManagerScript.totalWorkers >= 40 && eventFour)
        {
            eventPanel.gameObject.SetActive(true);
            eventText.text = "The village has gotten big enough, to start fighting back.";
            eventFour      = false;
            eventFive      = true;

            huntMonsterButton.gameObject.SetActive(true);
            monsterBoneResource.gameObject.SetActive(true);
            monsterTeethResource.gameObject.SetActive(true);
            monsterPeltResource.gameObject.SetActive(true);
            monsterMeatResource.gameObject.SetActive(true);
            monsterScalesResource.gameObject.SetActive(true);
        } // end event four

        // gone on 10 monster hunts
        if (mHuntCount >= 10 && eventFive)
        {
            eventPanel.gameObject.SetActive(true);
            eventText.text = "You find what looks like a cave opening on your latest hunt. It looks full of resources. It may be mineable.";
            eventFive      = false;
            eventSix       = true;

            mineStabilityUpgrade.gameObject.SetActive(true);
        } // end event five

        // built mine
        if (buildManagerScript.mineBuilt && eventSix)
        {
            eventPanel.gameObject.SetActive(true);
            eventText.text = "This mine will help us advance our town and better defend ourselves from the monsters";
            eventSix       = false;
            eventSeven     = true;

            mineWorker.gameObject.SetActive(true);
            ironResource.gameObject.SetActive(true);
            ironOreResource.gameObject.SetActive(true);
            coalResource.gameObject.SetActive(true);
            steelResource.gameObject.SetActive(true);
            mineStabilityUpgrade.gameObject.SetActive(true);
            pickaxeUpgrade.gameObject.SetActive(true);
            blacksmithBuild.gameObject.SetActive(true);
            mineSwitch.gameObject.SetActive(true);
        } // end event six

        // on blacksmithBuild
        if (buildManagerScript.blacksmithBuilt && eventSeven)
        {
            eventPanel.gameObject.SetActive(true);
            eventText.text = "You have the tools to build a might city now that will attract people scattered all around the land.";
            eventSeven     = false;

            buildPanel.gameObject.SetActive(true);
            herbButton.gameObject.SetActive(true);
            leatherResource.gameObject.SetActive(true);
            herbResource.gameObject.SetActive(true);
            RelicsResource.gameObject.SetActive(true);
            tradingPostBuild.gameObject.SetActive(true);
            wallBuild.gameObject.SetActive(true);
            tanneryBuild.gameObject.SetActive(true);
            ironForgeBuild.gameObject.SetActive(true);
            trainingHutBuild.gameObject.SetActive(true);
            smokeHouseBuild.gameObject.SetActive(true);
            herbalistBuild.gameObject.SetActive(true);
            enchanterBuild.gameObject.SetActive(true);
            ritualTable.gameObject.SetActive(true);
            chiefsHut.gameObject.SetActive(true);
        }
    } // end update