Esempio n. 1
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 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;
    }
Esempio n. 3
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 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>();
 }
Esempio n. 4
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 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);
 }
Esempio n. 5
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 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);
     }
 }
Esempio n. 6
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 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;
 }
Esempio n. 7
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    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]);
        }
    }
Esempio n. 8
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 public void init(CityManager _cityManager, CitySquare _CitySquare, EconomicUnit _owner)
 {
     CityManager = _cityManager;
     CitySquare  = _CitySquare;
     Owner       = _owner;
 }
Esempio n. 9
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    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);
    }
Esempio n. 10
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 public void SetEu(GameObject objWithEu)
 {
     euObj  = objWithEu;
     euOrig = objWithEu.GetComponent <EconomicUnit>();
     populateFields();
 }