void OnCollisionEnter(Collision col) { //print (gameObject.name + " has collided with " + col.gameObject.name); if (col.gameObject.name == "Craft") { //Destroy (this.gameObject); GameObject e = (GameObject)Instantiate(Resources.Load("CoinExplosionBurstParticle"), col.contacts[0].point, Quaternion.identity); Destroy(e, 2.0f); if (Items.coinItems.Count > 0) { //Destroy (this.gameObject); Items.RemoveObjectFromList(this.gameObject, Items.coinItems); int pickBuildingIndex = Random.Range(0, GenerateCity.buildingsIndex.Count - 1); print("pick " + pickBuildingIndex); GenerateCity.buildingsCurrentIndex = pickBuildingIndex; GenerateCity.addOneBuilding = true; GenerateCity.RemoveIntFromList(pickBuildingIndex, GenerateCity.buildingsIndex); GameManager.coinCollectableItems += 1; } } }
// Use this for initialization void Start() { cityID = this.gameObject.name[4] - 48; int tmpPopulation = populationBase + Random.Range(-2000, 2000); city = new GenerateCity(tmpPopulation); }
public override void Effect() { // do the effect string selectedCityName = "City" + selectedCity.ToString(); GenerateCity currentCity = GameObject.Find(selectedCityName).GetComponent <CityScript>().city; currentCity.IncreaseEveryoneLoyalty(0.04f); }
protected void WholePopulation(float amount) { foreach (GameObject c in GameObject.FindGameObjectsWithTag("City")) { GenerateCity currentCity = c.GetComponent <CityScript>().city; for (int i = 0; i <= currentCity.GetPopulation(); i++) { SetCollectivist(currentCity.populationArray[i], amount); } } }
public override void Effect() { // do the effect // Loyalty +4 to everyone. +30% boost to all TV slots and televangelists hired for the next 2 turns. string selectedCityName = "City" + selectedCity.ToString(); GenerateCity currentCity = GameObject.Find(selectedCityName).GetComponent <CityScript>().city; currentCity.IncreaseEveryoneLoyalty(0.06f); // handle cooldown }
public override void Effect() { // do the effect // Loyalty+6 to those with loyalty above 50. Loyalty -6 to everyone else. string selectedCityName = "City" + selectedCity.ToString(); GenerateCity currentCity = GameObject.Find(selectedCityName).GetComponent <CityScript>().city; for (int i = 0; i <= currentCity.GetPopulation(); i++) { if (currentCity.populationArray[i].loyalty >= 0.5f) { currentCity.populationArray[i].loyalty += 0.06f; } else { currentCity.populationArray[i].loyalty -= 0.06f; } } // handle cooldown }