Esempio n. 1
0
    public void BuildCityHall(NodeTouch node)
    {
        GameObject structure = Instantiate(cityHall, node.GetBuildPosition(), cityHall.transform.rotation);

        node.buildingThere = structure;
        Debug.Log("City hall did it");
        node.gameObject.GetComponent <MeshRenderer>().enabled = false;

        if (GameControl.control.tutorial == true)
        {
            player.IncreaseMoney(startingMoney);
        }
        node.nodeInfo.idBuilding = (int)idBuildings.cityhall;

        structureToBuild = null;
        haveCityHall     = true;
        DeselectNode();
        if (GameControl.control.tutorial && SceneManager.GetActiveScene().buildIndex == 1)
        {
            GameObject.Find("TutorialArrows").GetComponent <Tutorial>().FirtsIndicator();
        }

        /*GameObject tut = GameObject.Find("TutorialArrows");
         * if(tut != null)
         * {
         *  tut.GetComponent<Tutorial>().FirtsIndicator();
         * }*/
    }
Esempio n. 2
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    public void RebuildStructures(NodeTouch node)
    {
        if (structureToBuild == null)
        {
            return;
        }

        GameObject structure = (GameObject)Instantiate(structureToBuild.prefab, node.GetBuildPosition(), structureToBuild.prefab.transform.rotation);

        node.nodeInfo.idBuilding = (int)structureToBuild.id;


        node.structureThere = structureToBuild;

        Debug.Log("CONSTRUIDO");
        //SoundManager.soundManager.PlayConstruction();
        //Hide the node
        node.gameObject.GetComponent <MeshRenderer>().enabled = false;
        if (!structureToBuild.isWater)
        {
            node.buildingThere = structure;
        }
        else
        {
            node.haveWater = true;
        }
        structureToBuild.nodeAsociate = node;
        structureToBuild = null;


        //GameObject aux = Instantiate(buildParticlePrefab, node.transform.position, Quaternion.identity);
        //buildParticle = aux.GetComponentInChildren<ParticleSystem>();
        //buildParticle.Play();
    }
    public void BuildStructure(StructureBlueprint structureBlueprint, Node _buildingNode)
    {
        GameObject builtStructure = Instantiate(structureBlueprint.prefab, _buildingNode.GetBuildPosition().position, Quaternion.identity);

        builtStructure.GetComponent <Structure>().LinkNode(_buildingNode);
        UIManager_battle.SelectedNode.gameObject.layer = LayerMask.NameToLayer("Obstacles");
    }
Esempio n. 4
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 public void SelectThisBuilding(int id)
 {
     if (id == (int)idBuildings.coalfactory)
     {
         structureToBuild = inventoryBuilding.coalFactoryStructure;
     }
     else if (id == (int)idBuildings.windmill)
     {
         structureToBuild = inventoryBuilding.windmillStructure;
     }
     else if (id == (int)idBuildings.gasextractor)
     {
         structureToBuild = inventoryBuilding.gasExtractorStructure;
     }
     else if (id == (int)idBuildings.solarpanel)
     {
         structureToBuild = inventoryBuilding.solarPanelStructure;
     }
     else if (id == (int)idBuildings.river)
     {
         structureToBuild = inventoryBuilding.riverPart;
     }
     else if (id == (int)idBuildings.statueOfLiberty)
     {
         structureToBuild = inventoryBuilding.statueOfLiberty;
     }
     else if (id == (int)idBuildings.shop)
     {
         structureToBuild = inventoryBuilding.shop;
     }
     else if (id == (int)idBuildings.park)
     {
         structureToBuild = inventoryBuilding.park;
     }
     else if (id == (int)idBuildings.eiffle)
     {
         structureToBuild = inventoryBuilding.eiffleTower;
     }
     else if (id == (int)idBuildings.wheel)
     {
         structureToBuild = inventoryBuilding.ferrisWheel;
     }
     else if (id == (int)idBuildings.pisaTower)
     {
         structureToBuild = inventoryBuilding.pisaTower;
     }
     else if (id == (int)idBuildings.diner)
     {
         structureToBuild = inventoryBuilding.diner;
     }
     else if (id == (int)idBuildings.fireStation)
     {
         structureToBuild = inventoryBuilding.fireStation;
     }
     else if (id == (int)idBuildings.policeStation)
     {
         structureToBuild = inventoryBuilding.policeStation;
     }
 }
Esempio n. 5
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    public void SelectStructureToBuild(StructureBlueprint structure)
    {
        structureToBuild = structure;

        DeselectNode();

        //Deselecionamos la zona
    }
Esempio n. 6
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    public void SelectStructureToBuild(StructureBlueprint structure)
    {
        structureToBuild = structure;

        DeselectNode();
        createEnvironment.ShowRenderNodes();
        // Grid.SetActive(true);
    }
Esempio n. 7
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 public void Setup(StructureBlueprint currentGameUnit, StructureShop currentStructureShop)
 {
     structure        = currentGameUnit;
     nameLabel.text   = structure.name;
     iconImage.sprite = structure.icon;
     priceText.text   = structure.buildCost.ToString();
     structureShop    = currentStructureShop;
 }
    public void BuyStructure(StructureBlueprint _structureBlueprint)
    {
        if (HasMoneys(_structureBlueprint.buildCost))
        {
            GameMaster.Money -= _structureBlueprint.buildCost;

            structureBuilder.BuildStructure(_structureBlueprint, UIManager_battle.SelectedNode);
        }
    }
Esempio n. 9
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    public void SelectNode(Building node)
    {
        if (selectedNode == node)
        {
            DeselectNode();
            return;
        }
        selectedNode     = node;
        structureToBuild = null;

        nodeUI.SetTarget(node);
    }
 public void BuildGoal(StructureBlueprint structure)
 {
     if (goalType == GoalType.BuildWindmill && structure.id == idBuildings.windmill)
     {
         currentElements++;
     }
     else if (goalType == GoalType.BuildSolarpanel && structure.id == idBuildings.solarpanel)
     {
         currentElements++;
     }
     else
     {
         Debug.Log("No solar or wind energy goal");
     }
 }
    public void ShowInfoWithOutBuyButton(StructureBlueprint structure)
    {
        // buildManager.HideConstructionPanel();

        icon.sprite          = structure.icon;
        titleText.text       = structure.title;
        descriptionText.text = structure.description;
        moneyText.text       = structure.moneyPerTap / 1000 + "K";
        happinessText.text   = "+" + structure.amountOfHappiness;
        energyText.text      = "+" + structure.amountOfEnergy;
        pollutionText.text   = "+" + structure.amountOfPollution;
        costText.text        = structure.cost.ToString();

        infoPanel.SetActive(true);

        infoPanel.transform.Find("BuyButton").gameObject.SetActive(false);

        cameraActivated = false;
    }
Esempio n. 12
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        private void DoConstructionSitePreview()
        {
            Model model = GetDialogCustomData <Model>();

            if (model.IsPreviewing)
            {
                return;
            }

            Data.Entities.ConstructionSite entity    = _structure.GetConstructionSiteByID(model.ConstructionSiteID);
            StructureBlueprint             blueprint = entity.StructureBlueprint;
            NWPlaceable preview = NWPlaceable.Wrap(_.CreateObject(OBJECT_TYPE_PLACEABLE, blueprint.Resref, GetDialogTarget().Location));

            preview.IsUseable = false;
            preview.IsPlot    = true;
            preview.Destroy(6.0f);
            preview.DelayCommand(() =>
            {
                model.IsPreviewing = false;
            }, 6.0f);
        }
Esempio n. 13
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        private void DoBlueprintPreview(int blueprintID)
        {
            Model model = GetDialogCustomData <Model>();

            if (model.IsPreviewing)
            {
                return;
            }
            model.IsPreviewing = true;

            StructureBlueprint entity  = _structure.GetStructureBlueprintByID(blueprintID);
            NWPlaceable        preview = NWPlaceable.Wrap(_.CreateObject(OBJECT_TYPE_PLACEABLE, entity.Resref, GetDialogTarget().Location));

            preview.IsUseable = false;
            preview.IsPlot    = true;
            preview.Destroy(6.0f);
            preview.DelayCommand(() =>
            {
                model.IsPreviewing = false;
            }, 6.0f);
        }
Esempio n. 14
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        private void LoadChangeLayoutResponses()
        {
            ClearPageResponses("ChangeLayoutPage");

            Model model = GetDialogCustomData <Model>();

            StructureBlueprint blueprint = _structure.GetConstructionSiteByID(model.ConstructionSiteID).StructureBlueprint;

            if (!blueprint.IsBuilding || blueprint.BuildingCategory == null)
            {
                return;
            }

            List <BuildingInterior> options = _structure.GetBuildingInteriorsByCategoryID(blueprint.BuildingCategory.BuildingCategoryID);

            foreach (BuildingInterior option in options)
            {
                AddResponseToPage("ChangeLayoutPage", option.Name, true, new Tuple <string, dynamic>(string.Empty, option));
            }

            AddResponseToPage("ChangeLayoutPage", "Back");
        }
    public void ShowInfo(StructureBlueprint structure)
    {
        buildManager.HideConstructionPanel();

        icon.sprite          = structure.icon;
        titleText.text       = structure.title;
        descriptionText.text = structure.description;
        moneyText.text       = structure.moneyPerTap / 1000 + "K";
        happinessText.text   = "+" + structure.amountOfHappiness;
        energyText.text      = "+" + structure.amountOfEnergy;
        pollutionText.text   = "+" + structure.amountOfPollution;
        costText.text        = structure.cost.ToString();

        //windmillStructure.informationPanel.SetActive(true);

        Debug.Log(" ASFOIJASDJGDSAKBJHODSAJGJODSJSDAOJDSOJFDSAJOSOJO ");

        infoPanel.SetActive(true);

        infoPanel.transform.Find("BuyButton").gameObject.SetActive(true);

        structureBuy = structure;
    }
 public void HideInfoPanel()
 {
     infoPanel.SetActive(false);
     structureBuy    = null;
     cameraActivated = true;
 }
 public void UpdatePriceUpdateBuilding(StructureBlueprint structure)
 {
     textPriceUpdate.text = structure.costUpgrades[structure.levelBuilding - 1].ToString();
 }
 public void UpdateLevel(StructureBlueprint structure)
 {
     textLevel.text = "Level: " + structure.levelBuilding;
     UpdatePriceUpdateBuilding(structure);
 }
Esempio n. 19
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    public void SelectNode(NodeTouch node)
    {
        if (node.tag == "CityPlace" && haveCityHall == false)
        {
            BuildCityHall(node);


            return;
        }
        if (haveCityHall)
        {
            if (selectedNode == node)
            {
                //node.gameObject.GetComponent<MeshRenderer>().enabled = false;
                DeselectNode();
                return;
            }
            if (node.isUnlock == false)
            {
                DeselectNode();
                return;
            }

            /*
             *  if (structureToBuild == null && node.buildingThere == null)
             *  {
             *      buildPanel.SetActive(true);
             *      HideInfoPanel();
             *      selectedNode = node;
             *      return;
             *  }
             *
             */

            if (structureToBuild != null && node.buildingThere == null)
            {
                BuildStructureOn(node);
                //buildPanel.SetActive(false);
                DeselectNode();
                structureToBuild = null;
                return;
            }
            if (node.buildingThere == null)
            {
                DeselectNode();
                return;
            }

            //If in the node are something
            if (node.buildingThere != null && node.buildingThere.tag != "House" && node.buildingThere.tag != "CityHall")
            {
                selectedNode = node;
                //infoPanel.SetActive(true);
                if (destroyActivate)
                {
                    //destroyPanelSelection.SetActive(true);
                    DestroyThisBuilding();
                    HideEverything();
                    return;
                }
                //HideConstructionPanel();
                HideEverything();
                ShowInfoPanelBuildings();

                return;
            }
            //if(node.buildingThere != null && node.buildingThere.tag == "Monuments" && destroyActivate)
            //{
            //    Debug.Log("Demolish monument");
            //    DestroyThisBuilding();
            //    HideEverything();
            //    return;
            //}
        }
    }
Esempio n. 20
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    public void BuildStructureOn(NodeTouch node)
    {
        if (structureToBuild == null)
        {
            return;
        }
        if (!HasEnoughMoney())
        {
            Debug.Log("Not enough money!");
            player.NotEnoughMoneyPlay();
            return;
        }
        if (node.haveWater && !structureToBuild.needWater)
        {
            Debug.Log("The structure can't build in water");
            return;
        }



        player.DecreaseMoney(structureToBuild.cost);
        player.IncreaseHappiness(structureToBuild.amountOfHappiness);
        player.IncreasePollution(structureToBuild.amountOfPollution);
        player.IncreaseEnergy(structureToBuild.amountOfEnergy);

        if (player.activeQuest.Count != 0)
        {
            player.activeQuest[0].goal.BuildGoal(structureToBuild);
        }



        GameObject structure = (GameObject)Instantiate(structureToBuild.prefab, node.GetBuildPosition(), structureToBuild.prefab.transform.rotation);

        node.nodeInfo.idBuilding = (int)structureToBuild.id;


        node.structureThere = structureToBuild;

        Debug.Log("CONSTRUIDO");
        SoundManager.soundManager.PlayConstruction();
        //Hide the node
        node.gameObject.GetComponent <MeshRenderer>().enabled = false;
        if (!structureToBuild.isWater)
        {
            node.buildingThere = structure;
        }
        else
        {
            node.haveWater = true;
        }
        structureToBuild.nodeAsociate = node;

        if (structureToBuild.id == idBuildings.diner)
        {
            if (SceneManager.GetActiveScene().name == "CoalIsland")
            {
                inventoryBuilding.coalFactoryStructure.timeMoney *= 0.75f;
            }
        }

        structureToBuild = null;


        GameObject aux = Instantiate(buildParticlePrefab, node.transform.position, Quaternion.identity);

        buildParticle = aux.GetComponentInChildren <ParticleSystem>();
        buildParticle.Play();
    }
    public void UpgradeStructure(StructureBlueprint _structureBlueprint, Node _buildingNode)
    {
        Destroy(_buildingNode.structureOnThisNode.gameObject);

        BuildStructure(_structureBlueprint, _buildingNode);
    }