private void init() { SelectedClickMode = selectedClickMode; SelectedDrawMode = selectedDrawMode; humans = new List <Human>(); Economy = new EconomicUnit(null); Government = new EconomicUnit(Economy); //RealEstate reTest = Factory.GetComponent<RealEstate>(); tick = numberOfTicks; occupations = new HashSet <Occupation>(); foreach (var occ in occupations) { occ.Employee = null; } if (Properties != null) { foreach (RealEstate g in Properties) { //if (g.gameObject != Factory) //Destroy(g.gameObject); } } Properties = new HashSet <RealEstate>(); //Properties.Add(Factory.GetComponent<RealEstate>()); }
public void saveEu(EconomicUnit eu) { euname = eu.euname; latency = eu.latency; label.text = euname; }
public EconomicUnit(EconomicUnit _parent) { IncomeMulitpliers = new Dictionary <string, float>(); this.Income = 0; this.Expenses = 0; this.Children = new HashSet <EconomicUnit>(); this.Parent = _parent; this.ReProperties = new HashSet <RealEstate>(); this.Balance = 0; this.Occupations = new HashSet <Occupation>(); }
public void AddPropertyCentral(RealEstate ReProperty, EconomicUnit owner) { if (RealEstate != null) { return; } ZonedFor.Add(ReProperty.zone); RealEstate = ReProperty; RealEstate.Price = RealEstateValue; ReProperty.init(city, this, owner); ReProperty.transform.localPosition = offset + new Vector3(0, (Height) + .5f); }
private void BuildProperty(GameObject newConstruction, CitySquare tile, EconomicUnit owner) { DemolishProperty(tile); if (tile.RealEstate == null) { Vector2 index = offsetToIndex(tile.Offset); GameObject newRE = Instantiate(newConstruction); RealEstate newREVal = newRE.GetComponent <RealEstate>(); int mapIndex = (int)newREVal.zone + 3; map[mapIndex][(int)index.x, (int)index.y] = 1; Properties.Add(newREVal); newRE.transform.parent = this.transform; tile.AddPropertyCentral(newREVal, owner); } }
public void init(/*int _age,*/ CityManager _cityManager, RealEstate _home, Qualification _qualification, EconomicUnit Economy)//, int _birthday) { //age = _age; //qualification = _qualification; //birthday = _birthday; Actor = new EconomicUnit(Economy); id = Guid.NewGuid(); cityManager = _cityManager; this.transform.parent = cityManager.transform; home = _home; homeValue = _home.Price; this.transform.position = home.transform.position; Location = home.CitySquare; qualification = _qualification; }
public void LoadEconomicUnit(EuSavable savedEu) { GameObject newEu = Instantiate(euPrefab, this.gameObject.transform); EconomicUnit euComponent = newEu.GetComponent <EconomicUnit> (); euComponent.euname = savedEu.euname; euComponent.latency = savedEu.latency; euComponent.description = savedEu.description; euComponent.GetComponentInChildren <Text> ().text = savedEu.euname; euComponent.setActive(savedEu.active); for (int i = 0; i < savedEu.assets.Count; i++) { GameObject asset = GameObject.Find(savedEu.assets [i]); euComponent.addAsset(ref asset, savedEu.qty[i]); } }
public void init(CityManager _cityManager, CitySquare _CitySquare, EconomicUnit _owner) { CityManager = _cityManager; CitySquare = _CitySquare; Owner = _owner; }
public void save() { string jsonData; //delete all files in directory before proceeding DirectoryInfo directory = new DirectoryInfo(path); FileInfo[] info = directory.GetFiles(); for (int i = 0; i < info.Length; i++) { info [i].Delete(); } foreach (Transform child in assetContainer.transform) { //save all the assets Asset asset = child.GetComponent <Asset> (); AssetSavable assetSave = new AssetSavable(); assetSave.nameIndex = asset.nameIndex; assetSave.aname = asset.aname; assetSave.latency = asset.latency; assetSave.agilityP = asset.agilityP; assetSave.agilityQ = asset.agilityQ; assetSave.maxP = asset.maxP; assetSave.maxQ = asset.maxQ; assetSave.energy = asset.energy; assetSave.active = asset.active; assetSave.palpha1 = asset.palpha1; assetSave.palpha2 = asset.palpha2; assetSave.palpha3 = asset.palpha3; assetSave.pbeta1 = asset.pbeta1; assetSave.pbeta2 = asset.pbeta2; assetSave.pbeta3 = asset.pbeta3; assetSave.qalpha1 = asset.qalpha1; assetSave.qalpha2 = asset.qalpha2; assetSave.qalpha3 = asset.qalpha3; assetSave.qbeta1 = asset.qbeta1; assetSave.qbeta2 = asset.qbeta2; assetSave.qbeta3 = asset.qbeta3; assetSave.load = asset.load; //Convert to Json jsonData = JsonUtility.ToJson(assetSave); //Save Json string string fileName = "device" + assetSave.aname; File.WriteAllText(path + fileName, jsonData); } // save all the economic units foreach (Transform child in euContainer.transform) { EconomicUnit eu = child.GetComponent <EconomicUnit> (); EuSavable euSave = new EuSavable(); euSave.assets = new List <string> (); euSave.qty = new List <int> (); euSave.euname = eu.euname; euSave.active = eu.active; euSave.latency = eu.latency; Transform listingContainer = child.Find("Scroll View/Viewport/Content"); // save each device and the quantity foreach (Transform listing in listingContainer) { euSave.assets.Add(listing.GetComponentInChildren <Text>().text); euSave.qty.Add(int.Parse(listing.GetComponentInChildren <InputField>().text)); } //Convert to Json jsonData = JsonUtility.ToJson(euSave); //Save Json string File.WriteAllText(path + "eu" + euSave.euname, jsonData); } // save generation settings jsonData = JsonUtility.ToJson(settings.GetSettings()); //save Json string File.WriteAllText(path + "settings", jsonData); }
public void SetEu(GameObject objWithEu) { euObj = objWithEu; euOrig = objWithEu.GetComponent <EconomicUnit>(); populateFields(); }