public void UpdateBunkerResources() { FoodInBunker.text = "Food\n" + ResourceHolder.GetFood().Count; WaterInBunker.text = "Water\n" + ResourceHolder.GetWater().Count; MedicalSuppliesInBunker.text = "Medical Supplies\n" + ResourceHolder.GetMedicalSupplies().Count; WeaponsInBunker.text = "Weapons\n" + ResourceHolder.GetWeapon().Count; }
public bool ReduceResources() { List <Food> food = ResourceHolder.GetFood(); List <MedicalSupplies> medicalSupplies = ResourceHolder.GetMedicalSupplies(); List <Water> water = ResourceHolder.GetWater(); List <Weapon> weapon = ResourceHolder.GetWeapon(); //did the player die? if so don't even bother with anything else if (food.Count < foodReduction || water.Count < waterReduction || medicalSupplies.Count < medicalSuppliesReduction || weapon.Count < weaponsReduction) { //player is dead...... do something Debug.Log("Player died from lack of resources"); DeathScreen.instance.EnableDeathScreen("Not having enough resources to survive"); return(false); } else { //remove food from bunker for (int i = 0; i < foodReduction; i++) { ResourceHolder.Bunker.Remove(food[i]); } //remove water from bunker for (int i = 0; i < waterReduction; i++) { ResourceHolder.Bunker.Remove(water[i]); } //remove meds from player for (int i = 0; i < medicalSuppliesReduction; i++) { ResourceHolder.Bunker.Remove(medicalSupplies[i]); } //remove weapons from player for (int i = 0; i < weaponsReduction; i++) { ResourceHolder.Bunker.Remove(weapon[i]); } //increase the reduction for next time this function is called IncreaseReduction(); //update the UI for in bunker UIManager.instance.UpdateBunkerResources(); //had enough resources to live? return(true); } }