private void Awake() { if (instance != null) { Debug.LogError("More than one BuildManager in scene!"); return; } instance = this; }
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; } } }
void Start() { buildManager = Build_Manager.instance; }
void Start() { rend = GetComponent <Renderer>(); startColor = rend.material.color; buildManager = Build_Manager.instance; }
// 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