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(); } } } }
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); }