Esempio n. 1
0
    public void UpgradePopulation()
    {
        UpgradeTargets target       = UpgradeTargets.population;
        City           city         = gameObject.GetComponent <City>();
        int            currentLevel = city.GetLevel(target);

        /*
         * // Change music based on population level
         * switch (currentLevel)
         * {
         *  case 3:
         *      EventSystem.EventHappened(EventType.CityBig);
         *      break;
         *  case 4:
         *      EventSystem.EventHappened(EventType.HuntingSmall);
         *      break;
         *  case 5:
         *      EventSystem.EventHappened(EventType.HuntingBig);
         *      break;
         *  default:
         *      break;
         * }
         */
        if (currentLevel <= maxLevelModifier)
        {
            city.UseResources(GetPrices(currentLevel + 1));
            city.populationLevel++;
            city.AddPopulation(currentLevel * 10);
            Debug.Log("population upgraded");
        }
    }
Esempio n. 2
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    public void UpgradeCity()
    {
        UpgradeTargets target       = UpgradeTargets.city;
        City           city         = gameObject.GetComponent <City>();
        int            currentLevel = city.GetLevel(target);

        if (city.GetLevel(UpgradeTargets.population) >= 5)
        {
            city.UseResources(GetPrices(currentLevel * 10));
            //    city.IncreaseCityLevel();  currently not implemented in City
        }
    }
Esempio n. 3
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    public void UpgradeCollector()
    {
        UpgradeTargets target       = UpgradeTargets.collector;
        City           city         = gameObject.GetComponent <City>();
        int            currentLevel = city.GetLevel(target);

        if (currentLevel <= maxLevelModifier)
        {
            Debug.Log("Collector Upgraded");
            city.UseResources(GetPrices(currentLevel));
            city.AddCollector();
        }
    }
    public void UpgradeCapacity()
    {
        UpgradeTargets target       = UpgradeTargets.capacity;
        City           city         = gameObject.GetComponent <City>();
        int            currentLevel = city.GetLevel(target);

        if (currentLevel <= maxLevelModifier)
        {
            city.UseResources((GetPrices(currentLevel)));
            city.resourcePoolLevel++;
            city.IncreaseCapacity(currentLevel * 100);
            Debug.Log("Capacity upgraded");
        }
    }
Esempio n. 5
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    public void UpgradeRoad()
    {
        UpgradeTargets target       = UpgradeTargets.speed;
        Road           road         = gameObject.GetComponent <Road>();
        City           city         = gameObject.GetComponent <City>();
        int            currentLevel = (int)road.GetLevel(target);

        if (currentLevel <= maxLevelModifier)
        {
            city.UseResources(GetPrices(currentLevel));
            road.IncreaseSpeed(1 / currentLevel);
            Debug.Log("Road upgraded");
        }
    }
Esempio n. 6
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    /**
     * Palauttaa kysytyn targetin levelin
     */
    public int GetLevel(UpgradeTargets target)
    {
        switch (target)
        {
        case UpgradeTargets.population:
            return(this.populationLevel);

        case UpgradeTargets.capacity:
            return(this.resourcePoolLevel);

        case UpgradeTargets.speed:
            return(this.roadLevel);

        case UpgradeTargets.collector:
            return(this.workerlista.Count);

        default:
            Debug.Log("Default");
            return(-1);

            break;
        }
        return(1);
    }
Esempio n. 7
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 internal float GetLevel(UpgradeTargets target)
 {
     throw new NotImplementedException();
 }