private void button41_Click(object sender, EventArgs e) { HouseLogic HouseLogic = new HouseLogic(); if (houseDebtTextBox.Text == "") { MessageBox.Show("Please, fill the House Debt field!"); } else { if (!int.TryParse(houseDebtTextBox.Text, out int result)) { MessageBox.Show("Value entered is too large!"); } else { if (HouseLogic.IsHouseExists(result) == -1) { MessageBox.Show("House does not exist!"); } else { houseDebtLabel.Text = HouseLogic.HouseDebtSum(result).ToString(); } } } }
public void ShowHouseUI(HouseLogic localHouseScript) { houseUI.enabled = true; residentCount.text = "Residents: " + localHouseScript.residents; residentHappinessText.text = "Resident Happiness: " + localHouseScript.specificResidentHappiness + "%"; string houseName = localHouseScript.gameObject.name; if (houseName == "House1(Clone)") { houseUITitle.text = "Level 1 House"; } else if (houseName == "House2(Clone)") { houseUITitle.text = "Level 2 House"; } }
public void ObjectUI() { RaycastHit hit; Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit, 100.0f)) { if (Input.GetMouseButtonDown(0)) { if (hit.transform.tag == "Build") { houseScript = hit.transform.GetComponent <HouseLogic>(); tabsScript.ShowHouseUI(houseScript); } } } }
public void Place() { RaycastHit hit; Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit, 100.0f)) { hoverObject = GameObject.Find(hit.transform.name); hoverName = hit.transform.name; if (hoverObject.tag == "Ground") { int i = System.Convert.ToInt32(hit.transform.name); if (worldScript.objects[i] == "Empty") { canPlace = true; } else { canPlace = false; } } else { canPlace = false; } } else { hoverName = ""; hoverObject = null; } if (Input.GetMouseButtonDown(0)) { if (Physics.Raycast(ray, out hit, 100.0f)) { if (canPlace == true) { transform.SetPositionAndRotation(new Vector3(hit.transform.position.x, hit.transform.position.y + 0.5030645f, hit.transform.position.z), transform.rotation); int i = System.Convert.ToInt32(hit.transform.name); Debug.Log(i); worldScript.Xpositions[i] = transform.position.x; worldScript.Ypositions[i] = transform.position.y; worldScript.Zpositions[i] = transform.position.z; currentObject = Instantiate(prefab); worldScript.objects[i] = prefab.name; currentObject.transform.SetPositionAndRotation(transform.position, transform.rotation); if (currentObject.tag == "Build") { houseScript = currentObject.GetComponent <HouseLogic>(); houseScript.houseNumber = i; houseScript.capacity = houseCapacity; houses++; currentObject.name = prefab.name; } goldScript.gold -= price; } } placeCalled = false; } }
public void LoadWorld() { WorldData data = SaveLogic.LoadWorld(); worldScript.objects = data.objects; worldScript.Xpositions = data.Xpositions; worldScript.Ypositions = data.Ypositions; worldScript.Zpositions = data.Zpositions; goldScript.gold = data.gold; populationScript.population = data.population; populationScript.residentHappiness = data.residenthappiness; placementScript.houses = data.houses; worldScript.residents = data.residents; existingHouses = GameObject.FindGameObjectsWithTag("Build"); for (int i = 0; i < existingHouses.Length; i++) { Destroy(existingHouses[i]); } existingRoads = GameObject.FindGameObjectsWithTag("Road"); for (int i = 0; i < existingRoads.Length; i++) { Destroy(existingRoads[i]); } existingTerrain = GameObject.FindGameObjectsWithTag("Terrain"); for (int i = 0; i < existingHouses.Length; i++) { Destroy(existingTerrain[i]); } for (int i = 0; i < worldScript.objects.Length; i++) { if (data.objects[i] == "House1") { prefab = House1; houseCapacity = 5; } else if (data.objects[i] == "House2") { prefab = House2; houseCapacity = 8; } else if (data.objects[i] == "tree") { prefab = tree; } else if (data.objects[i] == "tree1") { prefab = tree1; } else if (data.objects[i] == "tree2") { prefab = tree2; } else if (data.objects[i] == "road") { prefab = road; } else if (data.objects[i] == "cornerRoad") { prefab = cornerRoad; } else if (data.objects[i] == "cornerRoadLeftBottom") { prefab = cornerRoadLeftBottom; } else if (data.objects[i] == "cornerRoadRightTop") { prefab = cornerRoadRightTop; } else if (data.objects[i] == "cornerRoadRightBottom") { prefab = cornerRoadRightBottom; } else if (data.objects[i] == "3wayRoad") { prefab = threeWayRoad; } else if (data.objects[i] == "3wayRoadLeft") { prefab = threeWayRoadLeft; } else if (data.objects[i] == "3wayRoadUpwards") { prefab = threeWayRoadUpwards; } else if (data.objects[i] == "3wayRoadDown") { prefab = threeWayRoadDown; } else if (data.objects[i] == "4cornerRoad") { prefab = fourCornerRoad; } else if (data.objects[i] == "roadVertical") { prefab = roadVertical; } else { prefab = null; } if (prefab != null) { currentObject = Instantiate(prefab); currentObject.transform.SetPositionAndRotation(new Vector3(data.Xpositions[i], data.Ypositions[i], data.Zpositions[i]), currentObject.transform.rotation); if (prefab == House1 || prefab == House2) { HouseLogic houseScript = currentObject.GetComponent <HouseLogic>(); houseScript.capacity = houseCapacity; houseScript.houseNumber = i; } if (prefab.tag == "Road") { currentObject.name = "Road" + i; } if (currentObject.tag == "Terrain") { currentObject.name = "Tree" + i; } } } }