// 건물 레벨 받아오기 List <int> TowerLevelList() { int level1 = 0; int level2 = 0; int level3 = 0; foreach (GameObject CulturalHeritage in CulturalHeritageList) { if (CulturalHeritage.GetComponent <Tower>().level == 1) { ++level1; } else if (CulturalHeritage.GetComponent <Tower>().level == 2) { ++level2; } else if (CulturalHeritage.GetComponent <Tower>().level == 3) { ++level3; } } List <int> list = new List <int>(); list.Add(level1); list.Add(level2); list.Add(level3); return(list); }
// Update is called once per frame void Update() { for (int i = 0; i < QuestListCheck.Length; ++i) { QuestListCheck[i] = true; } foreach (GameObject CulturalHeritage in PlayerControl.CulturalHeritageList) { if (CulturalHeritage.GetComponent <Tower>().level < 1) { QuestListCheck[0] = false; } if (CulturalHeritage.GetComponent <Tower>().level < 2) { QuestListCheck[1] = false; } if (CulturalHeritage.GetComponent <Tower>().level < 3) { QuestListCheck[2] = false; } if (MoneyManager.Instance.playerMoney < 300000) { QuestListCheck[3] = false; } } if (PlayerControl.CulturalHeritageList[0].GetComponent <Tower>().level == 0 || PlayerControl.CulturalHeritageList[1].GetComponent <Tower>().level == 0) { QuestListCheck[4] = false; } for (int i = 0; i < QuestListCheck.Length; ++i) { if (QuestListCheck[i]) // 퀘스트 달성 시 { QuestListObject[i].GetComponent <Text>().text = QuestListString[i] + "(1 / 1)"; } else// 퀘스트 미 달성 시 { QuestListObject[i].GetComponent <Text>().text = QuestListString[i] + "(0 / 1)"; } } if (QuestListCheck[2] == true) { SceneManager.LoadScene(4); } }
//전체 인원수 구하기 public int ReturnPeopleNum() { int num = 0; foreach (GameObject CulturalHeritage in CulturalHeritageList) { if (CulturalHeritage.GetComponent <Tower>().level == 1) { num += CulturalHeritage.GetComponent <Tower>().endpeople / 3; //5 } else if (CulturalHeritage.GetComponent <Tower>().level == 2) { num += CulturalHeritage.GetComponent <Tower>().endpeople / 6; //10 } else if (CulturalHeritage.GetComponent <Tower>().level == 3) { num += CulturalHeritage.GetComponent <Tower>().endpeople / 10; //20 } } return(num); }
public int ReturnLevelPeople_Promo(int value) { int num = 0; foreach (GameObject CulturalHeritage in CulturalHeritageList) { if (CulturalHeritage.GetComponent <Tower>().level == 1) { num += CulturalHeritage.GetComponent <Tower>().endpeople *value / Random.Range(3, 5); } else if (CulturalHeritage.GetComponent <Tower>().level == 2) { num += CulturalHeritage.GetComponent <Tower>().endpeople *value / 2; } else if (CulturalHeritage.GetComponent <Tower>().level == 3) { num += CulturalHeritage.GetComponent <Tower>().endpeople *value; } } return(num); }
public int ReturnLevelPeople_Nomal() { int num = 0; foreach (GameObject CulturalHeritage in CulturalHeritageList) { if (CulturalHeritage.GetComponent <Tower>().level == 1) { num += CulturalHeritage.GetComponent <Tower>().endpeople / Random.Range(3, 6); //5 } else if (CulturalHeritage.GetComponent <Tower>().level == 2) { num += CulturalHeritage.GetComponent <Tower>().endpeople / Random.Range(5, 9); //10 } else if (CulturalHeritage.GetComponent <Tower>().level == 3) { num += CulturalHeritage.GetComponent <Tower>().endpeople / Random.Range(10, 18); //20 } } return(num); }