Exemple #1
0
 /*
  *	Either creates GroupWater entries in _table or edits the currents ones with update information.
  *	Also resets expendedWater to 0 and sets remainingWater to totalWater
  *  waterGiven = -1f is used to see if the group has been given any water
  */
 void LoadWaterData()
 {
     foreach (string key in groups)
     {
         GroupWater temp = null;
         if (_table.TryGetValue(key, out temp))
         {
             temp.waterRecommended = Mathf.RoundToInt(GroupData.GetItem(key).recommendedWater);
             temp.waterNeeded      = Mathf.RoundToInt((1 + GroupData.GetItem(key).waterNeed) * temp.waterRecommended);
             temp.waterGiven       = -1f;
         }
         else
         {
             temp = new GroupWater()
             {
                 waterRecommended = Mathf.RoundToInt(GroupData.GetItem(key).recommendedWater),
                 waterNeeded      = Mathf.RoundToInt((1 + GroupData.GetItem(key).waterNeed) * GroupData.GetItem(key).recommendedWater),
                 waterGiven       = -1f
             };
             _table.Add(key, temp);
         }
         if (temp.waterRecommended == 0)
         {
             temp.waterGiven  = 0f;
             temp.waterNeeded = TotalWater;
         }
     }
 }
 // Use this for initialization
 void Start()
 {
     gameManager  = GameManager.gameManager;
     group        = GameManager.GetItem(GroupName);
     warningPanel = this.transform.GetChild(0).gameObject;
     percentGiven = this.transform.GetChild(1).gameObject.GetComponent <Text>();
     MouserPointerHandler.mph.AddMouseTracker(this.gameObject, OnPointerEnter, OnPointerExit);
 }
Exemple #3
0
    /*
     *	Used to pull data from _table that holds water information
     */
    public static GroupWater GetItem(string name)
    {
        GroupWater temp = null;

        if (_table.TryGetValue(name, out temp))
        {
            return(temp);
        }
        else
        {
            return(null);
        }
    }
Exemple #4
0
    // Use this for initialization
    void Start()
    {
        water = GameManager.GetItem(LevelManager.groupAttribute);
        //Debug.Log(LevelManager.groupAttribute);
        if (water == null)
        {
            water = GameManager.GetItem("TEST");
        }

        if (water.waterGiven > 0)
        {
            GameManager.ExpendedWater = GameManager.ExpendedWater - water.waterGiven;
        }
        GameManager.RemainingWater = GameManager.TotalWater - GameManager.ExpendedWater;
        float temp = (GroupData.GetItem(LevelManager.groupAttribute).waterNeed + 1) * 100;

        maxWater.text = temp + "%";
        if (group.recommendedWater <= 0)
        {
            //Seperate Text for the Market
            float money = Mathf.RoundToInt(GameManager.Money * effect4.value);
            waterDescription.text = "Max Sellable Water: " + water.waterNeeded.ToString() + "AF\n" + "Money gained: " + money + "AF";
        }
        else
        {
            waterDescription.text = "Minimum water needed: " + water.waterRecommended.ToString() + "AF\n" + "Total water needed: " + water.waterNeeded.ToString() + "AF";
        }

        offset = water.waterRecommended / water.waterNeeded;
        if (water.waterGiven < 0)                       //If the water has been allocated yet
        {
            waterSlider.value = offset;
            waterAmount.text  = water.waterRecommended.ToString() + "AF";
        }
        else
        {
            waterSlider.value = water.waterGiven / water.waterNeeded;
            waterAmount.text  = water.waterGiven.ToString() + "AF";
            if (Mathf.RoundToInt(waterSlider.value * water.waterNeeded) < water.waterRecommended)
            {
                waterAmount.color = Color.red;
            }
            else
            {
                waterAmount.color = Color.black;
            }
        }
    }
Exemple #5
0
    public bool CheckWaterAllocation(string key)
    {
        GroupWater temp = null;

        if (_table.TryGetValue(key, out temp))
        {
            if (temp.waterGiven < 0f)
            {
                //Debug.Log(key + " has not been Allocated Water");
                return(false);
            }
        }
        else
        {
            Debug.LogError("Groups not loaded properly. Missing: " + key);
        }
        return(true);
    }