Esempio n. 1
0
 public void AddMissileLaunched()
 {
     _missilesLaunched++;
     if (_myManager is PlayerCityManager)
     {
         AICityManager AICity = GameInitializer.GetNextCity(this).GetManager() as AICityManager;
         AICity.ChangeAnimosity(50, GameInitializer.GetNextCity(this));
     }
     if (_myManager is PlayerCityManager)
     {
         GameInitializer.AddKillerScore(20);
     }
     if (_missilesLaunched >= Glob.AmountOfMissilesNeededToWin)
     {
         CustomTile targetTile = _tileMap[0, 0];
         foreach (CustomTile tile in _tileMap)
         {
             if (tile.GetBuildingOnTile() is MissileSilo)
             {
                 targetTile = tile;
                 break;
             }
         }
         GameInitializer.GetCameraManager().MoveCameraTo(targetTile.transform.position + Glob.CameraBuildingOffset, Glob.CameraBuildingZoomTime); //TODO: Zoom in on a digsite
         if (_myManager is PlayerCityManager)
         {
             UIHandler.ShowNotification("AIton has surrendered! He was too afraid of your firepower and decided to run away, leaving his city and inhabitants behind.");
         }
         else
         {
             UIHandler.ShowNotification("All of your inhabitants have fled your city after all the bombardments AIton launched at you. You have no choice but to surrender.");
         }
         GameInitializer.EndGame(false, this);
     }
 }
Esempio n. 2
0
    void Update()
    {
        if (GameInitializer.GetBuildingHandler().GetCurrentCity() == this && GameInitializer.GetBuildingHandler().IsReadyToBuild())
        {
            if (!GameInitializer.GetPaused())
            {
                if (_currentTurn > Glob.TurnAmount)
                {
                    GameInitializer.EndGame();
                    return;
                }
                if (!_collectedThisTurn)
                {
                    if ((_currentTurn - Glob.EventTurnStart) % Glob.EventTurnInterval == 0 && _myManager is PlayerCityManager && _currentTurn >= Glob.EventTurnStart)
                    {
                        if (!_gotEventThisTurn)
                        {
                            _gotEventThisTurn = true;
                            _eventManager.EnableRandomEvent();
                            return;
                        }
                    }

                    GameInitializer.GetUIHandler().SetTurnText(_currentTurn);
                    UIHandler.ToggleNotificationPanel(false);

                    CollectFromAllBuildings();
                    if (_myManager is PlayerCityManager)
                    {
                        AICityManager AICity = GameInitializer.GetNextCity(this).GetManager() as AICityManager;
                        AICity.ChangeAnimosity(-Mathf.RoundToInt(GetHappyHouseAmount() * Glob.HappyHouseAnimosityChange), GameInitializer.GetNextCity(this));
                    }
                    _collectedThisTurn = true;
                    _gotEventThisTurn  = false;
                    _mayorOffice.UpdateHatPosition(_budget);
                    BudgetChange(0);
                    //_uiHandler.SetResourcesBars((int)_budget); //Just in case no buildings collected anything
                    if (_currentTurn >= 6 && _currentTurn <= 8 && _myManager is PlayerCityManager)
                    {
                        switch (_currentTurn)
                        {
                        case 6:
                            int scoreTurn6 = Mathf.Clamp(Glob.OptimalBudgetTurn6 - (int)_budget, 0, 10);
                            GameInitializer.AddAchieverScore(10 - scoreTurn6);
                            break;

                        case 7:
                            int scoreTurn7 = Mathf.Clamp(Glob.OptimalBudgetTurn7 - (int)_budget, 0, 20) / 2;
                            GameInitializer.AddAchieverScore(10 - scoreTurn7);
                            break;

                        case 8:
                            int scoreTurn8 = Mathf.Clamp(Glob.OptimalBudgetTurn8 - (int)_budget, 0, 40) / 4;
                            GameInitializer.AddAchieverScore(10 - scoreTurn8);
                            break;

                        default:
                            break;
                        }
                    }
                }
                _myManager.HandleTurn(this);
            }
        }
        else if (_collectedThisTurn)
        {
            _collectedThisTurn = false;
            _currentTurn++;
        }
        else if (GameInitializer.GetBuildingHandler().GetCurrentCity() == this && !GameInitializer.GetBuildingHandler().IsReadyToBuild())
        {
            BudgetChange(0);
            // _uiHandler.SetResourcesBars((int)_budget); //Just in case no buildings collected anything
        }
    }