public ICreature Create(CreatureRequirements requirements) { switch (requirements.Wealth) { case 1: return(new Beggar()); case 2: if (requirements.Land == 1) { return(new Farmer()); } return(new Civilian()); case 3: if (requirements.Land == 1) { return(new Shop_Owner()); } return(new Business_Owner()); case 4: if (requirements.Mysterious) { return(new Super_Hero()); } return(new Millionaire()); default: return(new Civilian()); } }
public ICreature Create(CreatureRequirements requirements) { switch (requirements.Wealth) { case 1: return(new Small_Egg()); case 2: if (requirements.Mysterious) { return(new Mysterious_Egg()); } return(new Large_Egg()); case 3: return(new Well_Off_Egg()); case 4: if (requirements.Land == 2) { return(new Mega_Egg()); } return(new Egg()); default: return(new Small_Egg()); } }
public void DropdownChange() { string option = dropping1.options[dropping1.value].text; requirements = require.GetComponent <CreatureRequirements>(); Debug.Log(require); if (option == "Poor") { requirements.Wealth = 1; } else if (option == "Doing ok") { requirements.Wealth = 2; } else if (option == "Very well") { requirements.Wealth = 3; } else if (option == "Millionaire") { requirements.Wealth = 4; } if (option == "Conscious") { requirements.Conscious = true; } else if (option == "Egg") { requirements.Conscious = false; } if (option == "None") { requirements.Land = 0; } else if (option == "Some") { requirements.Land = 1; } else if (option == "Lots") { requirements.Land = 2; } if (option == "Mysterious") { requirements.Mysterious = true; } else if (option == "Normal") { requirements.Mysterious = false; } }
public void createFactory(CreatureFactory factory) { CreatureRequirements textRequire = newText.GetComponent <CreatureRequirements>(); Debug.Log(factory); ICreature c = factory.Create(); InstantiateNewObjects(c.ToString()); Debug.Log(c); textRequire.objectText.text = c.ToString(); }
public void CreateObjectOnPress() { requirements = require.GetComponent <CreatureRequirements>(); CreatureRequirements requiring = requirements; Debug.Log(requiring); CreatureFactory factory = new CreatureFactory(requiring); createFactory(factory); }
// Start is called before the first frame update void Start() { CreatureRequirements requirements = new CreatureRequirements { Wealth = Mathf.Max(Wealth, 1), Conscious = Conscious, Land = Mathf.Max(Land) }; //requirements.Conscious = Cargo; requirements.Mysterious = Mysterious; CreatureFactory factory = new CreatureFactory(requirements); createFactory(factory); }
public CreatureFactory(CreatureRequirements requirements) { _factory = requirements.Conscious ? (ICreatureFactory) new HumanFactory() : new NonHumanFactory(); _requirements = requirements; }