Esempio n. 1
0
    public void UpgradeSplittingAxe()
    {
        Tool splittingAxe = PlayerTools.GetToolByName(ToolName.SPLITTING_AXE);
        int  currentTier  = splittingAxe.GetCurrentTier();

        if (splittingAxe.CanBeUpgraded())
        {
            if (splittingAxe.GetDevResourceQuantityAtTier(currentTier + 1).HasInInventory())
            {
                //might need to reference actual PlayerTools object
                splittingAxe.SetCurrentTier(currentTier + 1);
                splittingAxe.GetDevResourceQuantityAtTier(currentTier + 1).SubtractFromInventory();
                UpdateToolsResources();
                // UpdatePlayerResources();
            }
            else
            {
                Debug.Log("Insufficient Resources: " + splittingAxe.GetDevResourceQuantityAtTier(currentTier + 1));
            }
        }
        else
        {
            Debug.Log("Max Tier Reached: SPLITTING AXE");
        }
    }
Esempio n. 2
0
    public void UpgradeCrosscutSaw()
    {
        Tool crosscutSaw = PlayerTools.GetToolByName(ToolName.CROSSCUT_SAW);
        int  currentTier = crosscutSaw.GetCurrentTier();

        if (crosscutSaw.CanBeUpgraded())
        {
            if (crosscutSaw.GetDevResourceQuantityAtTier(currentTier + 1).HasInInventory())
            {
                //might need to reference actual PlayerTools object
                crosscutSaw.SetCurrentTier(currentTier + 1);
                crosscutSaw.GetDevResourceQuantityAtTier(currentTier + 1).SubtractFromInventory();
                UpdateToolsResources();
                // UpdatePlayerResources();
            }
            else
            {
                Debug.Log("Insufficient Resources: " + crosscutSaw.GetDevResourceQuantityAtTier(currentTier + 1));
            }
        }
        else
        {
            Debug.Log("Max Tier Reached: CROSSCUT SAW");
        }
    }
Esempio n. 3
0
    public void UpgradeFellingAxe()
    {
        Tool fellingAxe  = PlayerTools.GetToolByName(ToolName.FELLING_AXE);
        int  currentTier = fellingAxe.GetCurrentTier();

        if (fellingAxe.CanBeUpgraded())
        {
            if (fellingAxe.GetDevResourceQuantityAtTier(currentTier + 1).HasInInventory())
            {
                CharacterInputController.InitiateUpgrade(AnimState.UPGRADE_TOOL);
                //might need to reference actual PlayerTools object
                fellingAxe.SetCurrentTier(currentTier + 1);
                fellingAxe.GetDevResourceQuantityAtTier(currentTier + 1).SubtractFromInventory();
                UpdateToolsResources();
                // UpdatePlayerResources();
                Debug.Log("Upgraded Felling Axe");
            }
            else
            {
                Debug.Log("Insufficient Resources: " + fellingAxe.GetDevResourceQuantityAtTier(currentTier + 1));
            }
        }
        else
        {
            Debug.Log("Max Tier Reached: FELLING AXE");
        }
    }
Esempio n. 4
0
    void UpdateToolsResources()
    {
        transform.GetChild(0).GetChild(0).GetComponent <Text>().text = PlayerTools.GetToolByName(ToolName.FELLING_AXE).GetCurrentTier().ToString();
        transform.GetChild(0).GetChild(1).GetComponent <Text>().text = PlayerTools.GetNextUpgradeCostsAsString(ToolName.FELLING_AXE);

        transform.GetChild(1).GetChild(0).GetComponent <Text>().text = PlayerTools.GetToolByName(ToolName.CROSSCUT_SAW).GetCurrentTier().ToString();
        transform.GetChild(1).GetChild(1).GetComponent <Text>().text = PlayerTools.GetNextUpgradeCostsAsString(ToolName.CROSSCUT_SAW);

        transform.GetChild(2).GetChild(0).GetComponent <Text>().text = PlayerTools.GetToolByName(ToolName.SPLITTING_AXE).GetCurrentTier().ToString();
        transform.GetChild(2).GetChild(1).GetComponent <Text>().text = PlayerTools.GetNextUpgradeCostsAsString(ToolName.SPLITTING_AXE);
    }
Esempio n. 5
0
    int FloatToGradeInt(float swingVal, LoggingActivity activity)
    {
        int returnValue = -1;
        int toolTier    = 0;

        if (activity == LoggingActivity.FELLING)
        {
            toolTier = PlayerTools.GetToolByName(ToolName.FELLING_AXE).GetCurrentTier();
        }
        else if (activity == LoggingActivity.BUCKING)
        {
            toolTier = PlayerTools.GetToolByName(ToolName.CROSSCUT_SAW).GetCurrentTier();
        }
        else if (activity == LoggingActivity.SPLITTING)
        {
            toolTier = PlayerTools.GetToolByName(ToolName.SPLITTING_AXE).GetCurrentTier();
        }
        returnValue = CompareToRanges(swingVal, toolTier);
        return(returnValue);
    }
Esempio n. 6
0
    void Start()
    {
        switch (name)
        {
        case "FellingAxe":
            associatedTool = PlayerTools.GetToolByName(ToolName.FELLING_AXE);
            break;

        case "CrosscutSaw":
            associatedTool = PlayerTools.GetToolByName(ToolName.CROSSCUT_SAW);
            break;

        case "SplittingAxe":
            associatedTool = PlayerTools.GetToolByName(ToolName.SPLITTING_AXE);
            break;
        }

        toolName        = toolTipGroup.GetChild(0).GetComponent <Text>();
        tierNumber      = toolTipGroup.GetChild(1).GetComponent <Text>();
        toolDescription = toolTipGroup.GetChild(2).GetComponent <Text>();
        tierValue       = toolTipGroup.GetChild(3).GetComponent <Text>();
    }
Esempio n. 7
0
    public void ExecuteCommand()
    {
        command      = commandDropdown.options[commandDropdown.value].text;
        commandValue = int.Parse(commandInputField.text);
        if (secondaryCommmandInputField.text.Length != 0)
        {
            secondaryCommandValue = int.Parse(secondaryCommmandInputField.text);
        }

        Debug.Log("Command: " + command);
        Debug.Log("Value: " + commandValue);

        switch (command)
        {
        case "Currency Value":
            PlayerResources.SetCurrentCurrencyValue(commandValue);
            break;

        case "Energy Value":
            PlayerEnergy.SetCurrentEnergyValue(commandValue);
            break;

        case "Building Materials Value":
            PlayerResources.SetCurrentBuildingMaterialsValue(commandValue);
            break;

        case "Tool Parts Value":
            PlayerResources.SetCurrentToolPartsValue(commandValue);
            break;

        case "Book Pages Value":
            PlayerResources.SetCurrentBookPagesValue(commandValue);
            break;


        case "Active Contracts Tier":
            PlayerSkills.SetCurrentContractsTier(commandValue);
            break;

        case "Currency Tier":
            PlayerSkills.SetCurrentCurrencyTier(commandValue);
            break;

        case "Efficiency Tier":
            PlayerSkills.SetCurrentEfficiencyTier(commandValue);
            break;

        case "Energy Tier":
            PlayerSkills.SetCurrentEnergyTier(commandValue);
            break;

        case "Building Materials Tier":
            PlayerSkills.SetCurrentBuildingMaterialsTier(commandValue);
            break;

        case "Tool Parts Tier":
            PlayerSkills.SetCurrentToolPartsTier(commandValue);
            break;

        case "Book Pages Tier":
            PlayerSkills.SetCurrentBookPagesTier(commandValue);
            break;


        case "Felling Axe Tier":
            PlayerTools.GetToolByName(ToolName.FELLING_AXE).SetCurrentTier(commandValue);
            break;

        case "Crosscut Saw Tier":
            PlayerTools.GetToolByName(ToolName.CROSSCUT_SAW).SetCurrentTier(commandValue);
            break;

        case "Splitting Axe Tier":
            PlayerTools.GetToolByName(ToolName.SPLITTING_AXE).SetCurrentTier(commandValue);
            break;


        case "Bedroom Tier":
            PlayerRooms.SetBedRoomTier(commandValue);
            break;

        case "Kitchen Tier":
            PlayerRooms.SetKitchenRoomTier(commandValue);
            break;

        case "Office Tier":
            PlayerRooms.SetOfficeRoomTier(commandValue);
            break;

        case "Study Tier":
            PlayerRooms.SetStudyRoomTier(commandValue);
            break;

        case "Workshop Tier":
            PlayerRooms.SetWorkshopRoomTier(commandValue);
            break;


        case "Lumber Trees Value":
            HomesteadStockpile.SetTreesCountAtIndex(secondaryCommandValue, commandValue);
            break;

        case "Lumber Logs Value":
            HomesteadStockpile.SetLogsCountAtIndex(secondaryCommandValue, commandValue);
            break;

        case "Lumber Firewood Value":
            HomesteadStockpile.SetFirewoodCountAtIndex(secondaryCommandValue, commandValue);
            break;


        case "Lumber Trees Tier":
            PlayerSkills.SetCurrentLumberTreesTier(commandValue);
            break;

        case "Lumber Logs Tier":
            PlayerSkills.SetCurrentLumberLogsTier(commandValue);
            break;

        case "Lumber Firewood Tier":
            PlayerSkills.SetCurrentLumberFirewoodTier(commandValue);
            break;


        case "Skip To Time":
            TimeManager.SetCurrentTime((float)commandValue);
            break;

        case "Clear Active Contracts":
            PlayerContracts.SetActiveContractsList(new List <LumberContract>());
            break;

        case "Clear Available Contracts":
            AvailableContracts.SetAvailableContracts(new List <LumberContract>());
            break;
        }
    }