public bool AddToConstruction(ID.Specification spec, ID.Type type, int var) { for (int i = 0; i < IO.Inputs.Length; i++) { if (IO.Inputs[i].GetComponent <ID>().Compare(spec, type, var)) { if (IO.InputCheck[i] == false) { IO.InputCheck[i] = true; /* * bool requirementsComplete = true; * for (int j = 0; j < IO.InputCheck.Length; j++) * { * if (IO.InputCheck[j] == false) requirementsComplete = false; * } * * if(requirementsComplete) * { * Construct(); * }*/ Construct(); return(true); } } } return(false); }
public void AdjustWarmthValue(float value, bool fireSource, ID.Specification spec) { // could do for >0 (Remove it), i would have to make fireplace +2 though so it actually increases. (THIS COULD WORK!) if (value < 0) { switch (_WarmthState) { case WarmthState.Hot: value *= 3f; break; case WarmthState.Neutral: value *= 2f; break; case WarmthState.Cold: value *= 1f; break; } if (_DayNightCycle._DayState == DayNightCycle.DayState.Night) { value *= 1.5f; } // value = Mathf.RoundToInt(1 + (0.1f * (_WarmthValue - 10f))); // Debug.Log("Val: " + value); } else if (value > 0) { switch (_WarmthState) { case WarmthState.Hot: value /= 7f; break; case WarmthState.Neutral: value /= 5f; break; case WarmthState.Cold: value /= 3f; break; } if (_DayNightCycle._DayState == DayNightCycle.DayState.Night) { value *= 1.5f; } } //Debug.Log(value); if (fireSource && _WarmthState == WarmthState.Hot) { if (_WarmthValue + value >= 89) { _WarmthValue = 87; value = 0; } // return; } if (spec == ID.Specification.WoodenTorch && _WarmthState == WarmthState.Cold) { // CANT GET ANY WARMER THAN COLD IF COLD if (_WarmthValue + value >= 25) { _WarmthValue = 25; value = 0; // return; } } if (_MainPlayerStats.playerWithinShelter) { if (_WarmthState == WarmthState.Cold || _WarmthState == WarmthState.Freezing) { // Debug.Log("HUH: " + _WarmthValue); if (_WarmthValue <= 10f || (_WarmthValue + value) <= 10f) { // Debug.Log("HUH2"); _WarmthValue = 11; value = 0; } } } if (_DayNightCycle._DayState != DayNightCycle.DayState.Night) { //Debug.Log("000H"); if (_WarmthState == WarmthState.Cold || _WarmthState == WarmthState.Freezing) { // Debug.Log("HUH: " + _WarmthValue); if (_WarmthValue <= 10f || (_WarmthValue + value) <= 10f) { // Debug.Log("HUH2"); _WarmthValue = 11; value = 0; } } } if (_WarmthState == WarmthState.Freezing && _DayNightCycle._DayState == DayNightCycle.DayState.Night) { // value *= 300; } _WarmthValue += value; if (_WarmthValue < 0) { _WarmthValue = 0; } if (_WarmthValue > 100) { _WarmthValue = 100; } if (_WarmthValue <= 10) { _WarmthState = WarmthState.Freezing; } if (_WarmthValue > 10 && _WarmthValue <= 25) { _WarmthState = WarmthState.Cold; } if (_WarmthValue > 25 && _WarmthValue <= 50) { _WarmthState = WarmthState.Neutral; } if (_WarmthValue < 90 && _WarmthValue >= 75) { _WarmthState = WarmthState.Hot; } if (_WarmthValue >= 90) { _WarmthState = WarmthState.Boiling; } /*if(_WarmthValue == 0) * { * Debug.Log("DIE!"); * GameManager.Instance.Die(); * }*/ switch (_WarmthState) { case WarmthState.Freezing: _WarmthBar.rectTransform.GetChild(0).GetComponent <Text>().text = "Freezing"; Color32 icey = new Color32(182, 243, 255, 255); _WarmthBar.rectTransform.GetComponent <Image>().color = icey; break; case WarmthState.Cold: _WarmthBar.rectTransform.GetChild(0).GetComponent <Text>().text = "Cold"; Color32 bluey = new Color32(124, 233, 255, 255); _WarmthBar.rectTransform.GetComponent <Image>().color = bluey; break; case WarmthState.Neutral: _WarmthBar.rectTransform.GetChild(0).GetComponent <Text>().text = "Neutral"; _WarmthBar.rectTransform.GetComponent <Image>().color = _OriginalWarmthColour; break; case WarmthState.Hot: _WarmthBar.rectTransform.GetChild(0).GetComponent <Text>().text = "Hot"; _WarmthBar.rectTransform.GetComponent <Image>().color = Color.magenta; break; case WarmthState.Boiling: _WarmthBar.rectTransform.GetChild(0).GetComponent <Text>().text = "Boiling"; _WarmthBar.rectTransform.GetComponent <Image>().color = Color.red; break; } }