Example #1
0
 public bool checkSelected()
 {
     if (eType == BuildingType.Outpost)
     {
         bOutpost outpost = GetComponent <bOutpost>();
         return(!outpost.getSelected());  // logic is backwards somewhere w the negation sign but this works
     }
     else
     {
         Debug.LogWarning("its not an outpost?");
     }
     return(false);
 }
Example #2
0
 public void setOutlineSelected()
 {
     if (eType == BuildingType.Outpost)
     {
         SpriteRenderer sr = GetComponent <SpriteRenderer>();
         if (sr)
         {
             bOutpost outpost = GetComponent <bOutpost>();
             var      s       = outpost.getSelected(_level);
             sr.sprite = s;
             outpost.setSelected(false);
         }
     }
 }
    public void SelectionMade(bool cond)
    {
        if (cond)
        {
            _zone.confirmed();
        }
        else
        {
            //canceled
        }
        _numTroops = 0;
        // Turn all the outposts back to unselected
        foreach (BuildableObject b in _zone.getOutposts())
        {
            bOutpost outpost = b.gameObject.GetComponent <bOutpost>();
            if (outpost)
            {
                outpost.resetSprite(b.getLevel());
            }
        }

        ShowSelection(false, 0, null);
    }
Example #4
0
    // Called from MVC controller
    public void DemolishSomething()
    {
        //Dismiss all workers
        dismissCurrentWorker();
        SoundManager.Instance.PlayDemolish();
        SoundManager.Instance.PlayDemolish();
        // Debug.Log("Time to Destroy Something" );
        switch (eType)
        {
        case (BuildingType.House):
            bHouse house = this.GetComponent <bHouse>();
            house.DemolishAction(_level);
            Destroy(house);
            eType      = BuildingType.Vacant;
            eState     = BuildingState.Available;
            _sr.sprite = _sStateConstruction;
            // Debug.Log("Destroyed a house");
            break;

        case (BuildingType.Farm):
            bFarm farm = this.GetComponent <bFarm>();
            farm.DemolishAction();
            Destroy(farm);
            eType      = BuildingType.Vacant;
            eState     = BuildingState.Building;
            _sr.sprite = _sStateConstruction;
            // Debug.Log("Destroyed a Farm");
            break;

        case (BuildingType.Banner):
            bBanner banner = this.GetComponent <bBanner>();
            Destroy(banner);
            eType      = BuildingType.Vacant;
            eState     = BuildingState.Building;
            _sr.sprite = _sStateConstruction;
            Destroy(this.GetComponent <Animator>());
            // Debug.Log("Destroyed a Banner");
            break;

        case (BuildingType.Outpost):
            bOutpost outpost = this.GetComponent <bOutpost>();
            outpost.DemolishAction();
            Destroy(outpost);
            eType      = BuildingType.Vacant;
            eState     = BuildingState.Building;
            _sr.sprite = _sStateConstruction;

            //Need to Reset Worker Object to Base
            // tell UI menu RemoveOutpostWorkers
            UIAssignmentMenu.Instance.RemoveOutpostWorkers(_Workers);
            // tell game manager PlayerOutpostDestroyed
            GameManager.Instance.PlayerOutpostDestroyed(this);
            ResetWorkers();
            // Debug.Log("Destroyed an Outpost");
            break;

        case (BuildingType.TownCenter):
            bTownCenter btc = this.GetComponent <bTownCenter>();
            Destroy(btc);
            eType      = BuildingType.Vacant;
            eState     = BuildingState.Building;
            _sr.sprite = _sStateConstruction;
            // Debug.Log("Destroyed a TownCenter");
            break;

        case (BuildingType.GarbageCan):
            bGarbageCan garbagecan = this.GetComponent <bGarbageCan>();
            Destroy(garbagecan);
            eType      = BuildingType.Vacant;
            eState     = BuildingState.Building;
            _sr.sprite = _sStateConstruction;
            break;

        case (BuildingType.WoodPile):
            bWoodPile wp = this.GetComponent <bWoodPile>();
            Destroy(wp);
            eType      = BuildingType.Vacant;
            eState     = BuildingState.Building;
            _sr.sprite = _sStateConstruction;
            break;

        case (BuildingType.StonePile):
            bStonePile sp = this.GetComponent <bStonePile>();
            Destroy(sp);
            eType      = BuildingType.Vacant;
            eState     = BuildingState.Building;
            _sr.sprite = _sStateConstruction;
            break;
        }

        //Drop Demolished Resources
        GameObject pickup = Resources.Load <GameObject>("ResourceIcons/Collectable_Resource");

        if (pickup)
        {
            if (_level >= 1)
            {
                GameObject   ppp = GameObject.Instantiate(pickup, this.transform.position, this.transform.rotation);
                CoinResource cr  = ppp.GetComponent <CoinResource>();
                cr.setResourceType(ResourceManagerScript.ResourceType.Trash);
                cr.setResourceAmount(2 * _level);
            }
            if (_level >= 2)
            {
                GameObject   ppp = GameObject.Instantiate(pickup, this.transform.position, this.transform.rotation);
                CoinResource cr  = ppp.GetComponent <CoinResource>();
                cr.setResourceType(ResourceManagerScript.ResourceType.Wood);
                cr.setResourceAmount(2 * _level);
            }
            if (_level >= 3)
            {
                GameObject   ppp = GameObject.Instantiate(pickup, this.transform.position, this.transform.rotation);
                CoinResource cr  = ppp.GetComponent <CoinResource>();
                cr.setResourceType(ResourceManagerScript.ResourceType.Stone);
                cr.setResourceAmount(2 * _level);
            }
        }
        UpdateState();
        _DestroyMenu.showMenu(false, Vector3.zero, null, this);
        _level = 0; // handle the other stuff in demolish complete i guess
        StartCoroutine(DemolishCoroutine());
    }
Example #5
0
    // used to be from MVC controller to let the building know its been clicked
    public void imClicked()
    {
        if (_Team == 2)
        {
            return;
        }
        // Debug.Log("Building is Clicked state is" + eState);
        if (eState == BuildingState.Built)
        {
            //Create a new menu interaction on a built object, downgrade? Demolish? Show resource output etc. Needs Something
            if (eType == BuildingType.GarbageCan || eType == BuildingType.WoodPile || eType == BuildingType.StonePile)
            {
                if (getEmployeeCount() == 0) // if someone is working here, player cant gather
                {
                    //Debug.Log("I am gathering!");
                    Searchable s = GetComponent <Searchable>();
                    if (s)
                    {
                        // s.GatherAction(20);
                        s.ImClicked(); // should use ImClicked instead of GatherAction and encapsulate gather action into searchables functionality
                    }
                }
            }
            else if (eType == BuildingType.Outpost && _cameraController.getOverrideMode())
            {
                bOutpost outpost = GetComponent <bOutpost>();
                if (outpost.getSelected())
                {
                    setOutlineSelected();
                    UITroopSelection.Instance.addTroops(getEmployeeCount());
                }
                else
                {
                    setOutlineAvailable();
                    UITroopSelection.Instance.addTroops(0 - getEmployeeCount());
                }
            }
            else
            {
                StartCoroutine(ClickDelay(true, _DestroyMenu));
                StartCoroutine(ClickDelay(false, _BuildMenu));
                StartCoroutine(ClickDelay(false, _BuildingCapMenu));
            }
        }
        else if (eState == BuildingState.Available || eState == BuildingState.Idle)
        {
            // Turns off the "notification exclamation mark" as the player is now aware of obj
            eState = BuildingState.Idle;

            //check if we can afford a building slot
            if (ResourceManagerScript.Instance.getNoBuildingSlots() < GameManager.Instance.GetBuildingCap())
            {
                StartCoroutine(ClickDelay(true, _BuildMenu));
            }
            else
            {
                //TO-DO: Show new menu that tells player at cap and to upgrade TC
                StartCoroutine(ClickDelay(true, _BuildingCapMenu));
            }
            StartCoroutine(ClickDelay(false, _DestroyMenu));

            //Disconnect here, MVC controller is now responsible for talking to UI
        }
        else if (eState == BuildingState.Building)
        {
            //IncrementConstruction(1);
            //Show a menu that asks to spend a shiny to increment
            _InstanceConstructionButton.SetActive(true);
            MVCController.Instance.setLastInstantConstruction(_InstanceConstructionButton);
        }

        if (!_cameraController.getOverrideMode())
        {
            UpdateState();
        }
    }