void FixedUpdate()
    {
        //Checks if the time sice this scritpt stated is greater that current_time
        if (Time.time > next_time)
        {
            population_growth_factor = 0;

            //Changes the rate of population growth depending on the amount of food
            if (data_manager_script.Check_Resources(3) >= data_manager_script.Check_Pop_Total() * 10)
            {
                population_growth_factor += 20;
            }
            else if (data_manager_script.Check_Resources(3) >= data_manager_script.Check_Pop_Total() * 5)
            {
                population_growth_factor += 10;
            }
            else if (data_manager_script.Check_Resources(3) <= data_manager_script.Check_Pop_Total() * 3)
            {
                population_growth_factor -= 20;
            }

            if (data_manager_script.Check_Beds_Total() > data_manager_script.Check_Pop_Total() * 1.5)
            {
                population_growth_factor += 20;
            }
            else if (data_manager_script.Check_Beds_Total() > data_manager_script.Check_Pop_Total() * 1.1)
            {
                population_growth_factor += 10;
            }
            else if (data_manager_script.Check_Beds_Total() < data_manager_script.Check_Pop_Total() * 0.7)
            {
                population_growth_factor -= 10;
            }

            //Changes the population
            population_growth = Mathf.Ceil(data_manager_script.Check_Pop_Total() / 300 * population_growth_factor);
            data_manager_script.Change_Pop(population_growth);

            //Add the current time to varible add_time
            next_time = Time.time + add_time;
        }
        //If unemployment goes below zero run the method.
        if (data_manager_script.Get_Unemployed() < 0)
        {
            Unemployment_Controller();
        }

        //When all the citizens die end the game
        if (data_manager_script.Check_Pop_Total() <= 0)
        {
            //SceneManager.LoadScene(1);
        }
    }
 void FixedUpdate()
 {
     //If Collector_Change is greater than zero and bool is true
     if (data_manager_script.Get_Collector_Change() > 0 && selected == true)
     {
         //Subtracts that worker from the employer slots
         data_manager_script.Change_Collector_Amount(-1);
         //Sets bool to true
         harvested = true;
         //Creates a time delay
         next_time = Time.time + add_time;
     }
     //If bool is true and time delay has run out
     if (harvested == true && Time.time > next_time)
     {
         //Checks to see if it will go over the maximum storage.
         if (data_manager_script.Check_Resources(4) + 10 <= data_manager_script.Get_Max_Storage())
         {
             //Add resources to inventory
             data_manager_script.Change_Resources(4, 10);
         }
         //Add one to the Collector_Amount
         data_manager_script.Change_Collector_Amount(1);
         //Destroys the gameobject
         Destroy(gameObject);
     }
 }
    void FixedUpdate()
    {
        //Check if there is and local jobs available and if there is any workers available
        if (local_employed < max_employed && data_manager_script.Check_Employer_Slots(0) > 0)
        {
            //Subtracts that worker from the employer slots
            data_manager_script.Change_Employer_Slots(0, -1);
            //Add a worker to the local_employed
            local_employed += 1;
        }

        //Checks if there is a local worker and that the employer slots are negative
        if (local_employed > 0 && data_manager_script.Check_Employer_Slots(0) < 0)
        {
            //Adds a worker to the employer slots
            data_manager_script.Change_Employer_Slots(0, 1);
            //Subtracts a worker to the local_employed
            local_employed -= 1;
        }

        //Checks if the time sice this scritpt stated is greater that current_time
        if (Time.time > next_time)
        {
            //Checks to see if it will go over the maximum storage.
            if (data_manager_script.Check_Resources(1) + 6 * local_employed / max_employed <= data_manager_script.Get_Max_Storage())
            {
                //Add resources to inventory
                data_manager_script.Change_Resources(1, 6 * local_employed / max_employed);
            }
            //Add the current time to varible add_time
            next_time = Time.time + add_time;
        }
    }
Exemple #4
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    void FixedUpdate()
    {
        //Check if there is and local jobs available and if there is any workers available
        if (local_employed < max_employed && data_manager_script.Check_Employer_Slots(2) > 0)
        {
            //Subtracts that worker from the employer slots
            data_manager_script.Change_Employer_Slots(2, -1);
            //Add a worker to the local_employed
            local_employed += 1;
        }

        //Checks if there is a local worker and that the employer slots are negative
        if (local_employed > 0 && data_manager_script.Check_Employer_Slots(2) < 0)
        {
            //Adds a worker to the employer slots
            data_manager_script.Change_Employer_Slots(2, 1);
            //Subtracts a worker to the local_employed
            local_employed -= 1;
        }

        //Checks if the time sice this scritpt stated is greater that current_time
        if (Time.time > next_time)
        {
            //Checks to see it adding this resource will put it over the max_storage
            if (data_manager_script.Check_Resources(3) + Mathf.Ceil(area * local_employed / max_employed) * 1000 <= data_manager_script.Get_Max_Storage())
            {
                //Add resources to inventory
                data_manager_script.Change_Resources(3, Mathf.Ceil(area * local_employed / max_employed) * 1000);
            }
            //Add the current time to varible add_time
            next_time = Time.time + add_time;
        }
    }
    void FixedUpdate()
    {
        //Checks if the time sice this scritpt stated is greater that current_time
        if (Time.time > next_time)
        {
            //Takes away resources from inventory
            data_manager_script.Change_Resources(3, -Mathf.Floor(data_manager_script.Check_Pop_Total() / 1));

            //If the ammount of food goes below 0
            if (data_manager_script.Check_Resources(3) < 0)
            {
                //Remove population proptional to a quarter of the deficit of food
                data_manager_script.Change_Pop(Mathf.Floor(data_manager_script.Check_Resources(3) / 4));
                //Change the amount of food back to zero
                data_manager_script.Change_Resources(3, -data_manager_script.Check_Resources(3));
            }
            //Add the current time to varible add_time
            next_time = Time.time + add_time;
        }
    }
Exemple #6
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    void Update()
    {
        //If you are not clicking then button_pressed equals false
        if (Input.GetMouseButton(0) == false)
        {
            button_pressed = false;
        }

        //If a button is pressed run the method in the brackets
        button_house.onClick.AddListener(House_Button);
        button_road.onClick.AddListener(Road_Button);
        button_warehouse.onClick.AddListener(Warehouse_Button);
        button_market_stall.onClick.AddListener(Market_Stall_Button);

        button_forestry.onClick.AddListener(Forestry_Button);
        button_mine.onClick.AddListener(Mine_Button);
        button_farm.onClick.AddListener(Farm_Button);

        button_collect_all.onClick.AddListener(Collect_All_Button);
        button_collect_wood.onClick.AddListener(Collect_Wood_Button);
        button_collect_stone.onClick.AddListener(Collect_Stone_Button);
        button_collect_iron.onClick.AddListener(Collect_Iron_Button);

        button_market_trade.onClick.AddListener(Market_Trade_Button);
        button_politics.onClick.AddListener(Politics_Button);
        button_inventory.onClick.AddListener(Inventory_Button);
        button_data.onClick.AddListener(Data_Button);
        button_bulldoze.onClick.AddListener(Bulldoze_Button);

        general_buildings_button.onClick.AddListener(General_Buildings_Button);
        utility_buildings_button.onClick.AddListener(Utility_Buildings_Button);
        resource_buildings_button.onClick.AddListener(Resource_Buildings_Button);
        resource_collection_button.onClick.AddListener(Resource_Collection_Button);
        market_trade_button.onClick.AddListener(Market_Trade_Button);
        politics_button.onClick.AddListener(Politics_Button);

        //Calls methods if buttons are pressed
        button_increase_builder.onClick.AddListener(Builder_Increase_Button);
        button_decrease_builder.onClick.AddListener(Builder_Decrease_Button);
        button_increase_forester.onClick.AddListener(Forester_Increase_Button);
        button_decrease_forester.onClick.AddListener(Forester_Decrease_Button);
        button_increase_miner.onClick.AddListener(Miner_Increase_Button);
        button_decrease_miner.onClick.AddListener(Miner_Decrease_Button);
        button_increase_farmer.onClick.AddListener(Farmer_Increase_Button);
        button_decrease_farmer.onClick.AddListener(Farmer_Decrease_Button);
        button_increase_trader.onClick.AddListener(Trader_Increase_Button);
        button_decrease_trader.onClick.AddListener(Trader_Decrease_Button);

        //Changes Text to the type plus the amount in storage
        //Converts the data obtained to a string
        text_wood.text  = ("Wood: " + data_manager_script.Check_Resources(1));
        text_stone.text = ("Stone: " + data_manager_script.Check_Resources(2));
        text_iron.text  = ("Iron: " + data_manager_script.Check_Resources(4));

        text_income.text     = ("Income: " + data_manager_script.Check_Total_Income());
        text_gold.text       = ("Gold: " + data_manager_script.Check_Resources(0));
        text_food.text       = ("Food: " + data_manager_script.Check_Resources(3));
        text_population.text = ("Population: " + data_manager_script.Check_Pop_Total());
        text_homeless.text   = ("Homeless " + data_manager_script.Get_Homeless());

        //Get the total number of citizens without jobs
        text_unemployed.text = ("Unemployed: " + data_manager_script.Get_Unemployed());
        //Changes the text to total employed / total jobs for each specific job
        text_builder.text  = ("Builder: " + (data_manager_script.Check_Total_Employed(4) + "/" + data_manager_script.Check_Jobs(4)));
        text_forester.text = ("Forester: " + data_manager_script.Check_Total_Employed(0) + "/" + data_manager_script.Check_Jobs(0));
        text_miner.text    = ("Miner: " + data_manager_script.Check_Total_Employed(1) + "/" + data_manager_script.Check_Jobs(1));
        text_farmer.text   = ("Farmer: " + data_manager_script.Check_Total_Employed(2) + "/" + data_manager_script.Check_Jobs(2));
        text_trader.text   = ("Trader: " + data_manager_script.Check_Total_Employed(3) + "/" + data_manager_script.Check_Jobs(3));
    }
    public void Building_Placer_Controller()
    {
        //Calls function Get_Mouse_Pos and returns vector3
        mouse_pos = mouse_position_script.Get_Mouse_Pos();

        //Makes sure that the object isnt inside another object
        //Checks to see if you have enough resources in the inventory
        //Makes sure you arent clicking a button
        if (Input.GetMouseButtonUp(0) && ui_manager_script.Get_Button_Pressed() == false && is_colliding == false && gold_cost <= data_manager_script.Check_Resources(0) && wood_cost <= data_manager_script.Check_Resources(1) && stone_cost <= data_manager_script.Check_Resources(2) && iron_cost <= data_manager_script.Check_Resources(3))
        {
            //Places a building at mouse
            Instantiate(perm_building, mouse_pos, rot_building);

            //Takes away the correct amount of resoucrces for the building
            data_manager_script.Change_Resources(1, -gold_cost);
            data_manager_script.Change_Resources(1, -wood_cost);
            data_manager_script.Change_Resources(2, -stone_cost);
            data_manager_script.Change_Resources(1, -iron_cost);

            //Changes the amount of that type of building in the list by 1
            data_manager_script.Change_Building(current_building_key, 1);
        }

        else
        {
            //Destroys the old tempereary building and creates new one at the mouse
            Destroy(temp_building_object);
            temp_building_object = Instantiate(temp_building, mouse_pos, rot_building);
        }

        //If R is pressed call the method
        if (Input.GetKeyDown("r") == true)
        {
            Building_Rotation();
        }

        //Every time the script is run it resets the bool to false
        is_colliding = false;
    }