public void UpdatePlayerCultText(CultData cd) { fireCult.text = cd.GetLevels()[0].ToString(); waterCult.text = cd.GetLevels()[1].ToString(); earthCult.text = cd.GetLevels()[2].ToString(); airCult.text = cd.GetLevels()[3].ToString(); }
// Use this for initialization public void SetUp(Faction.FactionType p_faction, int ID, GameObject bossObject) { //Set ID playerID = ID; localPlayerObject = bossObject; publicPlayerAttributes = bossObject.GetComponent <PlayerStatistics>(); //Create player UI pieces. 7 pieces. playerPieces = new PlayerPiece[] { Instantiate(playerPeice).GetComponent <PlayerPiece>(), Instantiate(playerPeice).GetComponent <PlayerPiece>(), Instantiate(playerPeice).GetComponent <PlayerPiece>(), Instantiate(playerPeice).GetComponent <PlayerPiece>(), Instantiate(playerPeice).GetComponent <PlayerPiece>(), Instantiate(playerPeice).GetComponent <PlayerPiece>() }; //Set the faction and tell it to set up an income map. faction = Faction.GetNewFaction(p_faction); faction.SetUp(); //Setup playerPieces SetUpPieces(); //points pk = new PointKeeper(); publicPlayerAttributes.CmdSetPoints(20); //Shipping & terraform upgrade levels shipping = faction.GetDefaultShipping(); current_upgrade_terraform = 0; //Starting list of "built upon" coordinates is empty buildingLocs = new List <Coordinate>(); //Starting cult tracks cd = new CultData(faction.Get_Default_CultData()); publicPlayerAttributes.CmdSetCultStandings(cd.GetLevels()); //Setup UI to start with ui = GameObject.Find("UI").GetComponent <UI_Updater>(); ui.UpdatePlayerBuildingCosts(faction.Get_cost_build_dwelling(), faction.Get_cost_build_TP(), faction.Get_cost_build_temple(), faction.Get_cost_build_sanctuary(), faction.Get_cost_build_stronghold()); ui.UpdatePlayerCultText(cd); //Starting resources and income and update UI resources/income publicPlayerAttributes.CmdSetGold(faction.Starting_gold); publicPlayerAttributes.CmdSetWorkers(faction.Starting_worker); publicPlayerAttributes.CmdSetPriests(faction.Starting_priest); shovel_count = faction.Starting_shovels; CalculateIncome(); tierMagic = faction.GetDefaultMagic(); UpdateMagicPublicVariables(); PointsForTown = 7; //Update the UI after setting up all variables UpdateResourceText(); }
public SingleIncome GetTotalBouns(CultData playersTotal) { int nankaiDekita = 0; if (playersTotal.GetLevels()[0] > 0) { nankaiDekita = cultCostPer.GetIncome()[0] / playersTotal.GetLevels()[0]; } //Fire if (playersTotal.GetLevels()[1] > 0) { nankaiDekita = cultCostPer.GetIncome()[1] / playersTotal.GetLevels()[1]; } //water if (playersTotal.GetLevels()[2] > 0) { nankaiDekita = cultCostPer.GetIncome()[2] / playersTotal.GetLevels()[2]; } //earth if (playersTotal.GetLevels()[3] > 0) { nankaiDekita = cultCostPer.GetIncome()[3] / playersTotal.GetLevels()[3]; } //air return(cultPerBonus.Multiply(nankaiDekita)); }