Esempio n. 1
0
    public PlayerData(GameManager gameManager, VampireManager vampireManager, EfficiencyUpgrades efficiencyUpgrades, HousingManager housingManager, LaborManager laborManager)
    {
        //Data is commented for easy tracing and readability

        #region Resources

        res_Blood    = gameManager.res_Blood;    //Blood
        res_HumanPop = gameManager.res_HumanPop; //Human Population
        res_Wood     = gameManager.res_Wood;     //Wood
        res_Stone    = gameManager.res_Stone;    //Stone

        #endregion Resources

        #region Vampire Data

        for (int a = 0; a < 10; a++)
        {
            vampires_amount_Total[a] = vampireManager.vampires_amount_Total[a];           //Amount of total vampires of each tier
            vampires_unlocked[a]     = vampireManager.vampires_unlocked[a];               //State of the lock for vampire buttons in Lair Tab

            slider_savedMaxValueFeed[a]   = vampireManager.slider_savedMaxValueFeed[a];   //Saved max slider value of feed of each vampire window
            slider_savedMaxValueInfect[a] = vampireManager.slider_savedMaxValueInfect[a]; //Saved max slider value of infect of each vampire window
            slider_usedFeed[a]            = vampireManager.slider_usedFeed[a];            //Current allocated slider value of feed
            slider_usedInfect[a]          = vampireManager.slider_usedInfect[a];          //Current allocated slider value of infect

            level_SharpenFang[a]  = efficiencyUpgrades.level_SharpenFang[a];
            level_TrainAgility[a] = efficiencyUpgrades.level_TrainAgility[a];
        }

        #endregion Vampire Data

        #region Housing

        for (int a = 0; a < 10; a++)
        {
            vamp_housing_buildingAmount[a]  = housingManager.vamp_housing_buildingAmount[a];
            human_housing_buildingAmount[a] = housingManager.human_housing_buildingAmount[a];
        }

        #endregion Housing

        #region Labor

        fledgelings_used_wood  = laborManager.fledgelings_used_wood;
        fledgelings_used_stone = laborManager.fledgelings_used_stone;

        #endregion Labor
    }
 // Use this for initialization
 void Start()
 {
     efficiencyUpgrades = GetComponent <EfficiencyUpgrades>();
 }