コード例 #1
0
    public void PromoteEmployee(int Index)
    {
        int UpgradeValue = Random.Range(2, Random.Range(6, Random.Range(8, 11)));

        EmployeeList[Index].BaseInfo.LaborForce += UpgradeValue;
        TotalLabor += UpgradeValue;

        int PayRaiseValue = Mathf.CeilToInt((float)EmployeeList[Index].BaseInfo.LaborForce / 2f * (float)UpgradeValue * Random.Range(1.5f, Random.Range(2f, Random.Range(3.5f, 5f))));

        EmployeeList[Index].BaseInfo.Salary += PayRaiseValue;
        EconomyValueCall.ModifyPersistHistory("Employee #" + EmployeeList[Index].Index + " Pay", EmployeeList[Index].BaseInfo.Salary);

        EmployeeList[Index].Experience = 0;

        if (CompanyValueCall.CompanyName == CompanyManagerCall.PlayerCompanyName)
        {
            PanelControllerCall.UpdateFactoryInfo("Employee", TotalLabor, RequiredLabor);
            if (PanelControllerCall.CurrentSidePanel != null)
            {
                if (PanelControllerCall.CurrentSidePanel.name == "WorkerPanel")
                {
                    WorkerPanelController PanelComponent = PanelControllerCall.CurrentSidePanel.GetComponent <WorkerPanelController>();

                    PanelComponent.DisplayWorkerList();
                }
            }
        }
    }
コード例 #2
0
ファイル: LandValue.cs プロジェクト: rct3232/FactoryGuy
    public bool BuyLand(int x, int y)
    {
        if (EconomyValueCall.Balance < LandArray[(x * TopValue.TopValueSingleton.MapSize) + y].LandValue)
        {
            if (CompanyManagerCall.PlayerCompanyName == CompanyValueCall.CompanyName)
            {
                // GameObject.Find("NotificationManager").GetComponent<NotificationManager>().SetNote("Lack of money", true, new Color(1f,0f,0f));
            }

            return(false);
        }

        EconomyValueCall.AddHistory(TimeManagerCall.TimeValue, "Real Estate", "Buy a " + LandArray[(x * TopValue.TopValueSingleton.MapSize) + y].LandStatus,
                                    x + "," + y + " " + LandArray[(x * TopValue.TopValueSingleton.MapSize) + y].LandStatus, -LandArray[(x * TopValue.TopValueSingleton.MapSize) + y].LandValue);
        EconomyValueCall.ModifyPersistHistory("Land Tax", -LandArray[(x * TopValue.TopValueSingleton.MapSize) + y].LandValue / 100);

        ChangeLandStatus(x, y, "Factory", -1000);

        ActivatedLandCount++;

        if (ActivatedLandCount == 1)
        {
            GetFactoryAffectLandIndex(x, y);
        }

        return(true);
    }