Esempio n. 1
0
 // Update is called once per frame
 void Update()
 {
     scalerizer();
     GoodWillOmeter();
     Passive_Income();
     WinDetector();
     Deathtoll();
     com.value  = MCDoogles_Total;
     com1.value = WreckingCrew_Total;
     com2.value = PoliticalCampaign_Total;
     com3.value = Child_Slave_Mine_Total;
     com4.value = Building_Total;
     if (Input.GetKeyDown(KeyCode.R))
     {
         Reset();
     }
     if (Input.GetKeyDown(KeyCode.E))
     {
         Application.Quit();
     }
     describtion.text   = Current.Description;
     GW1.text           = GoodWillCurent1.Name + " $" + GoodWillCurent1.Cost;
     GW2.text           = GoodWillCurent2.Name + " $" + GoodWillCurent2.Cost;
     GW3.text           = GoodWillCurent3.Name + " $" + GoodWillCurent3.Cost;
     optiona.text       = Current.A.Name;
     optionb.text       = Current.B.Name;
     roulet.text        = "PR Research $" + Roulet_Cost();
     Bank_Cash.text     = IndaBank.ToString();
     Money_Display.text = Money.ToString();
     Death_Text.text    = Deaths.ToString();
     Turn_Display.text  = "Day " + Turn_Count.ToString();
 }
Esempio n. 2
0
        public override void draw(SpriteBatch sprite_batch)
        {
            Window_Img.draw(sprite_batch, new Vector2(-5, -5));
            Objective.draw(sprite_batch, -(NAME_LOC + new Vector2(42, -2)));
            switch (Global.game_system.Objective_Mode[0])
            {
            // Rout
            case 1:
                Enemy_Label.draw(sprite_batch, -(loc + ENEMY_LABEL_LOC + new Vector2(-2, -2)));
                Enemy_Count.draw(sprite_batch, -(loc + ENEMY_LOC + new Vector2(-1, -2)));
                break;

            // Time Limit
            case 2:
                if (Global.game_system.Objective_Mode[1] != this.turn)
                {
                    Turn_Label.draw(sprite_batch, -(loc + TURN_LABEL_LOC + new Vector2(-2, -2)));
                    Turn_Slash.draw(sprite_batch, -(loc + TURN_LOC + new Vector2(-2, -2)));
                    Turn_Max.draw(sprite_batch, -(loc + TURN_LOC + new Vector2(-3 + 24, -2)));
                    Turn_Count.draw(sprite_batch, -(loc + TURN_LOC + new Vector2(-3, -2)));
                }
                else
                {
                    Turn_Count.draw(sprite_batch, -(loc + TURN_LOC + new Vector2(-3 + 16, -2)));
                }
                break;
            }
        }
Esempio n. 3
0
        protected virtual void draw_images()
        {
            Objective.text     = Global.game_system.Objective_Text;
            Objective.offset.X = Objective.text_width / 2;
            int lines = Math.Max(1, Objective.text.Split('\n').Length);

            switch (Global.game_system.Objective_Mode[0])
            {
            case 0:
                Window_Img.lines = lines;
                break;

            // Rout
            case 1:
                Window_Img.lines = lines + 1;

                int   enemy_count  = 0;
                int[] player_group = null;
                foreach (int[] group in Constants.Team.TEAM_GROUPS)
                {
                    if (group.Contains(Global.game_state.team_turn))
                    {
                        player_group = group;
                        break;
                    }
                }
                if (player_group != null)
                {
                    for (int i = 1; i <= Constants.Team.NUM_TEAMS; i++)
                    {
                        if (!player_group.Contains(i))
                        {
                            enemy_count += Global.game_map.teams[i].Count;
                        }
                    }
                }
                Enemy_Count.text = enemy_count.ToString();
                Enemy_Label.loc  = new Vector2(0, 16 * (lines - 1));
                Enemy_Count.loc  = new Vector2(0, 16 * (lines - 1));
                break;

            // Time Limit
            case 2:
                Window_Img.lines = lines + 1;
                if (Global.game_system.Objective_Mode[1] == this.turn)
                {
                    Turn_Count.text = "Last Turn";
                    Turn_Count.SetFont(Config.UI_FONT, Global.Content, "Green");
                }
                else
                {
                    Turn_Count.text = this.turn.ToString();
                    Turn_Count.SetFont(Config.UI_FONT, Global.Content, "Blue");
                }
                Turn_Max.text  = Global.game_system.Objective_Mode[1].ToString();
                Turn_Label.loc = new Vector2(0, 16 * (lines - 1));
                Turn_Count.loc = new Vector2(0, 16 * (lines - 1));
                Turn_Slash.loc = new Vector2(0, 16 * (lines - 1));
                Turn_Max.loc   = new Vector2(0, 16 * (lines - 1));
                break;
            }
            refresh_positions();
        }