// Use this for initialization void Start() { instance = this; print("Initialize game"); graph = GetComponent <CityGraph> (); powerplantShop = GameObject.FindObjectOfType <PowerPlantShop> (); //setup players players = new ArrayList(); playerOrderPieces = new ArrayList(); playerOrderPieces.Add(GameObject.Find("PlayerOrderPiece1")); playerOrderPieces.Add(GameObject.Find("PlayerOrderPiece2")); playerOrderPieces.Add(GameObject.Find("PlayerOrderPiece3")); playerOrderPieces.Add(GameObject.Find("PlayerOrderPiece4")); //create objects from GUI setup Player[] p = FindObjectsOfType(typeof(Player)) as Player[]; for (int i = 0; i < p.Length; i++) { players.Add(p [i]); ((GameObject)playerOrderPieces[i]).GetComponent <Renderer>().material.color = p[i].color; } players.Sort(); players.Reverse(); //create material store materialStore = new PowerPlantMaterialStore(); InitializePayoutTable(); // InitializePowerPlants (); // DealCards (); // // ShufflePowerPlantCards (); }
// Use this for initialization void Start() { instance = this; print ("Initialize game"); graph = GetComponent<CityGraph> (); powerplantShop = GameObject.FindObjectOfType<PowerPlantShop> (); //setup players players = new ArrayList(); playerOrderPieces = new ArrayList (); playerOrderPieces.Add (GameObject.Find("PlayerOrderPiece1")); playerOrderPieces.Add (GameObject.Find("PlayerOrderPiece2")); playerOrderPieces.Add (GameObject.Find("PlayerOrderPiece3")); playerOrderPieces.Add (GameObject.Find("PlayerOrderPiece4")); //create objects from GUI setup Player[] p = FindObjectsOfType(typeof(Player)) as Player[]; for (int i = 0; i < p.Length; i++) { players.Add (p [i]); ((GameObject)playerOrderPieces[i]).GetComponent<Renderer>().material.color = p[i].color; } players.Sort (); players.Reverse (); //create material store materialStore = new PowerPlantMaterialStore (); InitializePayoutTable (); // InitializePowerPlants (); // DealCards (); // // ShufflePowerPlantCards (); }
public bool Take(PowerPlantMaterialStore.Type type, int count) { if (inventory [(int)type] < count) return false; inventory [(int)type] -= count; return true; }
public void Stock(PowerPlantMaterialStore.Type type, int count) { //should take into account unit owned by players? inventory[(int)type] += count; if (inventory [(int)type] > inventoryMaximums [(int)type]) inventory [(int)type] = inventoryMaximums [(int)type]; if (inventory [(int)type] < 0) inventory [(int)type] = 0; }
public int QueryInventory(PowerPlantMaterialStore.Type type) { return inventory [(int)type]; }
public int QueryCost(PowerPlantMaterialStore.Type type) { return costTable[(int)type, QueryInventory(type)]; }