Beispiel #1
0
    void purformOutcome(string outcome)
    {
        string[] outcomes = outcome.Split("," [0]);

        for (int i = 0; i < outcomes.Length; i++)
        {
            switch (outcomes[i])
            {
            case "loseFood":
                villageManagerRef.foodSupply *= Random.Range(0.50f, 0.75f);
                villageManagerRef.foodSupply -= 10;
                qOutcome = "Lose Food";
                break;

            case "loseHappiness":
                Debug.Log("Happiness loss");
                villageManagerRef.happiness *= Random.Range(0.50f, 0.75f);
                villageManagerRef.happiness -= 10;
                qOutcome = "Lose Happiness";
                break;

            case "loseWater":
                villageManagerRef.waterSupply *= Random.Range(0.50f, 0.75f);
                villageManagerRef.waterSupply -= 10;
                qOutcome = "Lose Water";
                break;

            case "losePopulation":
                Debug.Log("Pop loss");
                popLoss = Random.Range(1, 4);
                villageManagerRef.cull(popLoss);
                qOutcome = "Lose Population";
                break;

            case "loseSupplies":
                villageManagerRef.foodSupply  *= Random.Range(0.55f, 0.80f);
                villageManagerRef.foodSupply  -= 10;
                villageManagerRef.waterSupply *= Random.Range(0.55f, 0.80f);
                villageManagerRef.waterSupply -= 10;
                qOutcome = "Lose Supplies";
                break;

            case "loseFoodIncrease":
                villageManagerRef.foodGain *= Random.Range(0.55f, 0.80f);
                qOutcome = "Lose Food Increase";
                break;

            case "loseWaterIncrease":
                villageManagerRef.waterGain *= Random.Range(0.55f, 0.80f);
                qOutcome = "Lose Water Increase";
                break;

            case "loseRandom":
                int rand = Random.Range(1, 3);
                if (rand == 1)
                {
                    villageManagerRef.foodSupply *= Random.Range(0.30f, 0.65f);
                    villageManagerRef.foodSupply -= 10;
                    qOutcome = "Lose Food";
                }
                else if (rand == 2)
                {
                    villageManagerRef.waterSupply *= Random.Range(0.30f, 0.65f);
                    villageManagerRef.waterSupply -= 10;
                    qOutcome = "Lose Water";
                }
                else if (rand == 3)
                {
                    popLoss = Random.Range(1, 3);

                    villageManagerRef.cull(popLoss);
                    qOutcome = "Lose Population";
                }
                villageManagerRef.happiness *= Random.Range(0.30f, 0.65f);
                break;

            case "lose1Food":
                villageManagerRef.foodSupply--;
                qOutcome = "Lose Food";
                break;

            case "lose1Population":
                villageManagerRef.cull(1);
                qOutcome = "Lose Population";
                break;

            case "lose1Happiness":
                villageManagerRef.happiness--;
                qOutcome = "Lose Happiness";
                break;

            case "loseGame":
                //TODO:call end state here
                break;

            case "gainFood":
                villageManagerRef.foodSupply *= Random.Range(1.15f, 1.40f);
                qOutcome = "Gain Food";
                break;

            case "gainHappiness":
                villageManagerRef.happiness *= Random.Range(1.15f, 1.40f);
                qOutcome = "Gain Happiness";
                break;

            case "gainWater":
                villageManagerRef.waterSupply *= Random.Range(1.15f, 1.40f);
                qOutcome = "Gain Water";
                break;

            case "gainPopulation":

                villageManagerRef.population += Random.Range(2, 4);

                for (int j = 0; j < (int)(villageManagerRef.population - villageManagerRef.Villagers.Count - 1); j++)
                {
                    villageManagerRef.AddVillager();
                }
                qOutcome = "Gain Population";
                break;

            case "gainSupplies":
                villageManagerRef.foodSupply  *= Random.Range(1.10f, 1.35f);
                villageManagerRef.waterSupply *= Random.Range(1.10f, 1.35f);
                qOutcome = "Gain Supplies";
                break;

            case "gainFoodIncrease":
                villageManagerRef.foodGain *= Random.Range(1.10f, 1.35f);
                qOutcome = "Gain Food Increase";
                break;

            case "gainWaterIncrease":
                villageManagerRef.waterGain *= Random.Range(1.10f, 1.35f);
                qOutcome = "Gain Water Increase";
                break;

            case "gain1Population":
                villageManagerRef.population++;
                villageManagerRef.AddVillager();
                qOutcome = "Gained 1 Population";
                break;

            case "gain1Happiness":
                villageManagerRef.happiness++;
                qOutcome = "Gain Happiness";
                break;

            case "gain1Food":
                villageManagerRef.foodSupply++;
                qOutcome = "Gain Food";
                break;

            case "nothing":
                break;

            case "randomFood":
                //TODO:delay the suply;
                int rand3 = Random.Range(1, 2);
                if (rand3 == 1)
                {
                    villageManagerRef.foodSupply *= Random.Range(1.10f, 1.35f);
                    qOutcome = "Gain Food";
                }
                else if (rand3 == 2)
                {
                    villageManagerRef.foodSupply *= Random.Range(1.20f, 1.65f);
                    qOutcome = "Gain Food";
                }
                break;

            case "randomHappiness":
                int rand2 = Random.Range(1, 2);
                if (rand2 == 1)
                {
                    villageManagerRef.happiness *= Random.Range(1.10f, 1.35f);
                    qOutcome = "Gain Happiness";
                }
                else if (rand2 == 2)
                {
                    villageManagerRef.happiness *= Random.Range(0.50f, 0.85f);
                    qOutcome = "Lose Happiness";
                }
                break;

            //TODO: all visual changes
            case "cutTree":
                villageManagerRef.removeTree();
                break;

            case "goldHut":
                Debug.Log("YOU CANT RUN THIS SHIT");
                villageManagerRef.GoldHut();
                break;

            case "gainGraffiti":
                villageManagerRef.Graffiti();
                break;

            case "gainFineArt":
                villageManagerRef.FineArt();
                break;

            case "burnHut":
                villageManagerRef.BurntHut();
                break;

            case "arrowKnee":
                villageManagerRef.arrowKnee();
                break;

            case "Q30":
                Q30Next = true;
                break;

            case "activate3":
                Q3Active = true;
                break;

            case "activate4":
                Q4Active = true;
                break;

            case "raining":
                Rain.Play(true);
                isRaining = true;
                Thunder.Play();
                update();
                break;

            case "RainingBlood":
                BloodRain.Play();
                isRaining = true;
                Laugh.Play();
                update();
                break;

            case "Tornado":
                villageManagerRef.AddTornado();
                break;
            }
        }
    }