public void UpgradeFactory() { _manager._factoryOuput[_type] += _perDay; _perDay *= 2; WM_UI.UpdateUI(); UpgradeCost(); }
public void Activate() { if (!_active && _affordable) { _activeFactory._factoryLevel++; PayResources(); _activeFactory._active = true; _activeFactory.SwitchMesh(); _activeFactory.UpgradeCost(); _manager._factoryOuput[_type] += _amount; _activeFactory.Names(); Time.timeScale = 1.0f; _factoryPrompt.SetActive(false); _mapToggle.SetActive(true); WM_UI.UpdateUI(); } else if (_affordable) { if (_activeFactory._factoryLevel < 3) { _activeFactory._factoryLevel++; PayResources(); _activeFactory.UpgradeFactory(); _activeFactory.SwitchMesh(); _activeFactory.Names(); _factoryPrompt.SetActive(false); _mapToggle.SetActive(true); Time.timeScale = 1.0f; } } }
public void BuyPart(int part) { switch (part) { case 0: _partA = true; _partAbutton.interactable = false; _manager._resources[0] -= 1000; break; case 1: _partB = true; _partBbutton.interactable = false; _manager._resources[3] -= 1000; break; case 2: _partC = true; _partCbutton.interactable = false; _manager._resources[4] -= 1000; break; case 3: _partD = true; _partDbutton.interactable = false; _manager._resources[5] -= 1000; break; } UpdateButtons(); WM_UI.UpdateUI(); _built = (_partA && _partB && _partC && _partD); }
public void SellResource(int resource) { if (_manager._resources[resource] >= _multiple) { _manager._resources[resource] -= _multiple; _manager._obols += (_townManager._sellPrices[resource] * _multiple); UpdatePrices(); WM_UI.UpdateUI(); } }
public void BuyResource(int resource) { if (_manager._obols >= (_multiple * _townManager._buyPrices[resource])) { _manager._resources[resource] += _multiple; _manager._obols -= (_townManager._buyPrices[resource] * _multiple); UpdatePrices(); WM_UI.UpdateUI(); } }
public void CloseCanvas() { _mapToggle.SetActive(true); _canvas.enabled = false; Time.timeScale = 1.0f; WM_UI.UpdateUI(); _saveGame.Save(); var pos = _townManager.transform.FindChild("Entrance").position; print(pos); _saveGame.SaveLastTownPos(pos); _dayTimer.GenerateEnemies(); }
public void PurchaseBuilding() { _manager._resources[0] -= _buildingCosts[_activeBuilding]._woodCost; _manager._resources[1] -= _buildingCosts[_activeBuilding]._stoneCost; _manager._resources[2] -= _buildingCosts[_activeBuilding]._ironCost; _manager._resources[3] -= _buildingCosts[_activeBuilding]._coalCost; WM_UI.UpdateUI(); _townManager._activeBuildings[_activeBuilding] = true; UpdateWorkshopButtons(); UpgradableBuildingNames(); _buildingCanvas[7].SetActive(false); _market.UpdatePrices(); }
void EndOfDay(bool restart) { _manager._resources[0] += _manager._factoryOuput[0]; _manager._resources[1] += _manager._factoryOuput[1]; _manager._resources[2] += _manager._factoryOuput[2]; _manager._resources[3] += _manager._factoryOuput[3]; WM_UI.UpdateUI(); ResetPrices(); _saveGame.Save(); GenerateEnemies(); if (restart) { StartCoroutine(Timer()); } }
void CalculateOptions() { //Activate and deactivate GameObjects based on current stats CheckBuildStatus(); CheckResources(); _build.SetActive(!_built); _buy.SetActive(_manager._obols >= _cost && !_bought); _brag.SetActive(_manager._repute >= _fameRequired && !_bragged); _builtGO.SetActive(_built); _boughtGO.SetActive(_bought); _braggedGO.SetActive(_bragged); _board.SetActive(_ticket); _buildScreen.SetActive(false); WM_UI.UpdateUI(); }
public void GenerateRumour() { _activeTown._rumourMod = 1.0f; var chance = Random.Range(0, 101); _loadedRumourTown = Random.Range(0, _towns.Count); _activeTown = _towns[_loadedRumourTown].GetComponent <TownManager>(); if (_towns.Count > 1) { while (_activeTown._name == _townCanvas._townManager._name) { _loadedRumourTown = Random.Range(0, _towns.Count); _activeTown = _towns[_loadedRumourTown].GetComponent <TownManager>(); } } _loadedRumourType = Random.Range(0, _manager._resources.Count); if (chance > 75) { //Increase in price _activeTown._rumourMod = (Random.Range(1.5f, 2.0f)); _activeTown._rumourType = _loadedRumourType; _increase = true; _rumourText.text = "You hear word that " + _manager._resourceNames[_loadedRumourType] + " is scarce in " + _activeTown._name; } else if (chance > 50) { //Decrese in price _activeTown._rumourMod = (Random.Range(0.3f, 0.6f)); _activeTown._rumourType = _loadedRumourType; _increase = false; _rumourText.text = "Somebody mentions that sources of " + _manager._resourceNames[_loadedRumourType] + " are abundant in " + _activeTown._name + " at the moment."; } else { //You hear nothing _rumourText.text = "You hear nothing but local anecdotes and petty arguments"; _activeTown._rumourMod = 1.0f; _noRumour = true; } SpawnUI(); _manager._obols -= _cost; WM_UI.UpdateUI(); _activeTown.GeneratePrices(); _rumourActive = true; _dayTimer._rumourTimer = 0; _rumourButton.interactable = false; _saveGame.Save(); }
public void AddResource() { if (_type > 0) { _manager._resources[3] -= 10; _manager._resources[5] += 1; } else { _manager._resources[2] -= 4; _manager._resources[3] -= 2; _manager._resources[4] += 1; } CheckResources(_type); WM_UI.UpdateUI(); }
public void LoadRumour() { _activeTown = _towns[_loadedRumourTown].GetComponent <TownManager>(); if (_increase) { _activeTown._rumourMod = (Random.Range(1.5f, 2.0f)); _activeTown._rumourType = _loadedRumourType; SpawnUI(); } else { _activeTown._rumourMod = (Random.Range(0.3f, 0.6f)); _activeTown._rumourType = _loadedRumourType; SpawnUI(); } WM_UI.UpdateUI(); _activeTown.GeneratePrices(); _rumourActive = true; _rumourButton.interactable = false; }