Esempio n. 1
0
    void UpdateAdditionsInfo()
    {
        // should disable these or throw an overlay over them if they've already been unlocked

        additionsGroup.transform.GetChild(0).GetChild(0).GetComponent <Text>().text = PlayerAdditions.GetCoffeeMakerAddition().GetPurchaseCosts().ToString();
        additionsGroup.transform.GetChild(0).GetChild(4).gameObject.SetActive(PlayerAdditions.GetCoffeeMakerAddition().GetIsUnlocked());

        additionsGroup.transform.GetChild(1).GetChild(0).GetComponent <Text>().text = PlayerAdditions.GetFireplaceAddition().GetPurchaseCosts().ToString();
        additionsGroup.transform.GetChild(1).GetChild(4).gameObject.SetActive(PlayerAdditions.GetFireplaceAddition().GetIsUnlocked());

        additionsGroup.transform.GetChild(2).GetChild(0).GetComponent <Text>().text = PlayerAdditions.GetFrontPorchAddition().GetPurchaseCosts().ToString();
        additionsGroup.transform.GetChild(2).GetChild(4).gameObject.SetActive(PlayerAdditions.GetFrontPorchAddition().GetIsUnlocked());

        additionsGroup.transform.GetChild(3).GetChild(0).GetComponent <Text>().text = PlayerAdditions.GetWoodworkingBenchAddition().GetPurchaseCosts().ToString();
        additionsGroup.transform.GetChild(3).GetChild(4).gameObject.SetActive(PlayerAdditions.GetWoodworkingBenchAddition().GetIsUnlocked());

        updateHomesteadAdditions = false;
    }
Esempio n. 2
0
    public void HandleAdditions()
    {
        switch (addition.ToString())
        {
        case "COFFEE_MAKER":
            TriggerObjects(PlayerAdditions.GetCoffeeMakerAddition().GetIsUnlocked());
            break;

        case "FRONT_PORCH":
            TriggerObjects(PlayerAdditions.GetFrontPorchAddition().GetIsUnlocked());
            break;

        case "FIREPLACE":
            TriggerObjects(PlayerAdditions.GetFireplaceAddition().GetIsUnlocked());
            break;

        case "WOODWORKING_BENCH":
            TriggerObjects(PlayerAdditions.GetWoodworkingBenchAddition().GetIsUnlocked());
            break;
        }
    }
    public void PurchaseFireplace()
    {
        FireplaceAddition addition = PlayerAdditions.GetFireplaceAddition();

        if (!addition.GetIsUnlocked())
        {
            if (addition.GetPurchaseCosts().HasInInventory())
            {
                addition.GetPurchaseCosts().SubtractFromInventory();
                PlayerAdditions.GetFireplaceAddition().SetIsUnlocked(true);
                ShopCanvas.TriggerAdditionsInfoUpdate();
                cabinAdditionHandlers[1].HandleAdditions();
            }
            else
            {
                Debug.Log("Insufficient Resources");
            }
        }
        else
        {
            Debug.Log("Already Purchased: FIREPLACE");
        }
    }
Esempio n. 4
0
    public static void Save()
    {
        Debug.Log("Save Slot: " + currentSaveSlot);
        BinaryFormatter data = new BinaryFormatter();
        FileStream      file = File.Create(Application.persistentDataPath + folderPath + currentSaveSlot + saveSlotStrings[currentSaveSlot - 1]);

        SaveableData saveData = new SaveableData();

        //-----------------------Setting Save Data---------------------------------------------
        saveData.activeContracts            = PlayerContracts.GetActiveContractsList();
        saveData.availableContracts         = AvailableContracts.GetAvailableContracts();
        saveData.availableContractsToRemove = AvailableContracts.GetContractsToRemove();

        saveData.didDailyGeneration                = TimeManager.GetDidDailyGeneration();
        saveData.averageContractDifficulty         = AvailableContracts.GetAverageContractDifficulty();
        saveData.pastGeneratedContractDifficulties = AvailableContracts.GetPastGeneratedContractDifficuties();

        saveData.currentEnergy = PlayerEnergy.GetCurrentEnergyValue();

        saveData.currentCurrency          = PlayerResources.GetCurrentCurrencyValue();
        saveData.currentBuildingMaterials = PlayerResources.GetCurrentBuildingMaterialsValue();
        saveData.currentToolParts         = PlayerResources.GetCurrentToolPartsValue();
        saveData.currentBookPages         = PlayerResources.GetCurrentBookPagesValue();

        saveData.homesteadTreesCount    = HomesteadStockpile.GetAllTreesCount();
        saveData.homesteadLogsCount     = HomesteadStockpile.GetAllLogsCount();
        saveData.homesteadFirewoodCount = HomesteadStockpile.GetAllFirewoodCount();

        saveData.ownedTools            = PlayerTools.GetOwnedToolsList();
        saveData.currentlyEquippedTool = PlayerTools.GetCurrentlyEquippedTool();

        saveData.efficiencySkill        = PlayerSkills.GetEfficiencySkill();
        saveData.contractsSkill         = PlayerSkills.GetContractsSkill();
        saveData.currencySkill          = PlayerSkills.GetCurrencySkill();
        saveData.energySkill            = PlayerSkills.GetEnergySkill();
        saveData.buildingMaterialsSkill = PlayerSkills.GetBuildingMaterialsSkill();
        saveData.toolPartsSkill         = PlayerSkills.GetToolPartsSkill();
        saveData.bookPagesSkill         = PlayerSkills.GetBookPagesSkill();
        saveData.lumberTreesSkill       = PlayerSkills.GetLumberTreesSkill();
        saveData.lumberLogsSkill        = PlayerSkills.GetLumberLogsSkill();
        saveData.lumberFirewoodSkill    = PlayerSkills.GetLumberFirewoodSkill();

        saveData.bedRoom      = PlayerRooms.GetBedRoom();
        saveData.kitchenRoom  = PlayerRooms.GetKitchenRoom();
        saveData.officeRoom   = PlayerRooms.GetOfficeRoom();
        saveData.studyRoom    = PlayerRooms.GetStudyRoom();
        saveData.workshopRoom = PlayerRooms.GetWorkshopRoom();

        saveData.coffeeMakerAddition      = PlayerAdditions.GetCoffeeMakerAddition();
        saveData.fireplaceAddition        = PlayerAdditions.GetFireplaceAddition();
        saveData.frontPorchAddition       = PlayerAdditions.GetFrontPorchAddition();
        saveData.woodworkingBenchAddition = PlayerAdditions.GetWoodworkingBenchAddition();

        saveData.currentTime = TimeManager.GetCurrentTime();

        saveData.lastSceneName = SceneManager.GetActiveScene().name;
        Vector3 spawnHolder = SpawnLocations.GetSpawnForLoad(SceneManager.GetActiveScene().name);

        saveData.lastSceneSpawnLocation = new float[3] {
            spawnHolder.x, spawnHolder.y, spawnHolder.z
        };
        //-----------------------Done Setting Data---------------------------------------------
        data.Serialize(file, saveData);
        file.Close();
        Debug.Log("Saved here: " + Application.persistentDataPath);
    }