예제 #1
0
 private void completePotion(IngredientName i)
 {
     switch(i) {
     case IngredientName.Root:
         itemName = "Root";
         itemDescription = "";
         weight = 1;
         value = 1;
         ingredientEffect = IngredientEffect.GainHealth;
         ingredientQuality1 = IngredientQuality.Health;
         potency1 = 1;
         ingredientQuality2 = IngredientQuality.Health;
         potency2 = 2;
         ingredientQuality3 = IngredientQuality.Health;
         potency3 = 3;
         break;
     case IngredientName.Carrot:
         itemName = "Carrot";
         itemDescription = "";
         weight = 1;
         value = 1;
         ingredientEffect = IngredientEffect.GainHealth;
         ingredientQuality1 = IngredientQuality.Health;
         potency1 = 1;
         ingredientQuality2 = IngredientQuality.Health;
         potency2 = 2;
         ingredientQuality3 = IngredientQuality.Health;
         potency3 = 3;
         break;
     case IngredientName.Potato:
         itemName = "Potato";
         itemDescription = "";
         weight = 1;
         value = 1;
         ingredientEffect = IngredientEffect.GainHealth;
         ingredientQuality1 = IngredientQuality.Health;
         potency1 = 1;
         ingredientQuality2 = IngredientQuality.Health;
         potency2 = 2;
         ingredientQuality3 = IngredientQuality.Health;
         potency3 = 3;
         break;
     default:
         break;
     }
 }
예제 #2
0
    // Start is called before the first frame update
    void Awake()
    {
        for (int i = 0; i < requestedEffects.Count; i++)
        {
            IngredientEffect e     = requestedEffects[i];
            int tempEffectStrength = (int)requestedEffectIntensities[i];

            requestedEffectsString += e.GetEffectDescriptionString(tempEffectStrength).ToString() + ",\n";
        }

        // clean up string
        if (requestedEffectsString != "")
        {
            // remove last ,
            requestedEffectsString = requestedEffectsString.Remove(requestedEffectsString.Length - 1);
            // remove last linebreak
            requestedEffectsString = requestedEffectsString.Remove(requestedEffectsString.Length - 1);
        }

        //Debug.Log(requestedEffectsString);

        remainingDays = startDays;
        orderNumber   = CalculateMarkedOrderNumber();
    }
예제 #3
0
    public ItemTypeSuitable CheckItemTypeSuitable(InventoryItemHandler item)
    {
        if (requestedIngredientType != null)
        {
            if (requestedIngredientType == item.ingredientTypes[0] && item.ingredientTypes.Count == 1)
            {
                return(ItemTypeSuitable.CORRECT_INVENTORYITEM);
            }
            else
            {
                return(ItemTypeSuitable.WRONG_INVENTORYITEM);
            }
        }
        else
        {
            for (int i = 0; i < requestedEffects.Count; i++)
            {
                IngredientEffect tempJobeffect = requestedEffects[i];
                Debug.Log("Effect loop for effect: " + tempJobeffect.effectName + "checking if there is a fitting item effect. Loop: " + i + " / " + requestedEffects.Count);

                // if an effect is missing or to weak: WRONG EFFECT
                if (item.IngredientEffects.Contains(tempJobeffect))
                {
                    Debug.Log("Effect " + tempJobeffect.effectName + "is present in the item. Intensity check following.");
                    // if one of the requested effect intensities is not being met --> WRONG EFFECT

                    Debug.Log("Effect " + tempJobeffect.effectName + "; requested intensity: " + /*(int)*/ requestedEffectIntensities[i] + "; requested intensity operator: " + requestedEffectIntensityOperators[i] + "; item intensity: " + IngredientEffect.IntensityTypeIntToEnum(item.IngredientEffectIntensities[item.IngredientEffects.FindIndex(s => s.Equals(tempJobeffect))]));

                    float itemIntensity = item.IngredientEffectIntensities[item.IngredientEffects.FindIndex(s => s.Equals(tempJobeffect))];

                    Debug.Log(itemIntensity);
                    Debug.Log((int)requestedEffectIntensities[i]);

                    switch (requestedEffectIntensityOperators[i])
                    {
                    case ExpectedEffectIntensityOperator.LOWER_OR_EQUAL:


                        if ((int)IngredientEffect.IntensityTypeIntToEnum(itemIntensity) > (int)requestedEffectIntensities[i])
                        {
                            Debug.Log("Effect " + tempJobeffect.effectName + "intensity not fitting lower or equal not met");
                            return(ItemTypeSuitable.WRONG_EFFECT);
                        }

                        break;

                    case ExpectedEffectIntensityOperator.EXACTLY_EQUAL:

                        if (IngredientEffect.IntensityTypeIntToEnum(itemIntensity) != requestedEffectIntensities[i])
                        {
                            Debug.Log("Effect " + tempJobeffect.effectName + "intensity not fitting equal not met");
                            return(ItemTypeSuitable.WRONG_EFFECT);
                        }

                        break;

                    case ExpectedEffectIntensityOperator.HIGHER_OR_EQUAL:

                        if ((int)IngredientEffect.IntensityTypeIntToEnum(itemIntensity) < (int)requestedEffectIntensities[i])
                        {
                            Debug.Log("Effect " + tempJobeffect.effectName + "intensity not fitting because higher or equal not met");
                            return(ItemTypeSuitable.WRONG_EFFECT);
                        }

                        break;
                    }
                }
                // effect not present at all --> fail
                else
                {
                    Debug.Log("Effect " + tempJobeffect.effectName + "not found at all in item effects");
                    return(ItemTypeSuitable.WRONG_EFFECT);
                }

                Debug.Log("All effects are there in the correct intensity");
            }
            // if we got this far then the requested effects are being met. time to see if there are sideeffects.
            if (ignoreSideffectsForItemSuitableChecks)
            {
                Debug.Log("Side effects are being ignored.");
                return(ItemTypeSuitable.CORRECT_EFFECT_WITHOUT_UNWANTED_HARMFUL_SIDEFFECTS);
            }
            else
            {
                Debug.Log("Side effects are not being ignored. Now iterating through all present item effects, to see if any are harmful");
                for (int e = 0; e < item.IngredientEffects.Count; e++)
                {
                    Debug.Log("effect: " + item.IngredientEffects[e].effectName);
                    Debug.Log((requestedEffects.Contains(item.IngredientEffects[e])));
                    if (requestedEffects.Contains(item.IngredientEffects[e]))
                    {
                        Debug.Log(e + " Effect is present in job effects, and therefore not relevant for side effect determination");
                    }
                    else
                    {
                        Debug.Log(e + " Effect is not present in job effects --> check if it is a relevant side effect");
                        if (item.IngredientEffectIntensities[e] != 0)
                        {
                            IngredientEffect effect = item.IngredientEffects[e];

                            Debug.Log(" effect type: " + effect.intensityType + "; intensity: " + item.IngredientEffectIntensities[e]);

                            switch (effect.intensityType)
                            {
                            case IngredientEffect.IntensityType.IRRELEVANT:
                                Debug.Log(e + " effect type irrelevant");
                                break;

                            case IngredientEffect.IntensityType.ZERO_IS_HEALTHY:
                                if (item.IngredientEffectIntensities[e] == 0)
                                {
                                }

                                else
                                {
                                    return(ItemTypeSuitable.CORRECT_EFFECT_WITH_UNWANTED_HARMFUL_SIDEFFECTS);
                                }
                                break;

                            case IngredientEffect.IntensityType.MAXIMUM_IS_HEALTHY:
                                if (item.IngredientEffectIntensities[e] >= 0)
                                {
                                }

                                else
                                {
                                    return(ItemTypeSuitable.CORRECT_EFFECT_WITH_UNWANTED_HARMFUL_SIDEFFECTS);
                                }
                                break;

                            case IngredientEffect.IntensityType.MINIMUM_IS_HEALTHY:
                                if (item.IngredientEffectIntensities[e] <= 0)
                                {
                                }

                                else
                                {
                                    return(ItemTypeSuitable.CORRECT_EFFECT_WITH_UNWANTED_HARMFUL_SIDEFFECTS);
                                }
                                break;
                            }
                        }
                    }
                }
            }
        }
        return(ItemTypeSuitable.CORRECT_EFFECT_WITHOUT_UNWANTED_HARMFUL_SIDEFFECTS);
    }
예제 #4
0
    public void UpdateIngredientDetails()
    {
        effects           = ingredient.effects;
        effectIntensities = ingredient.effectIntensities;


        UIname.GetComponent <UnityEngine.UI.Text>().text = ingredient.ingredientName;



        if (ingredient.description == "")
        {
            UIdescription.transform.localScale = new Vector3(0, 0, 0);
            UIimage_noDescription.GetComponent <UnityEngine.UI.Image>().sprite = ingredient.inventorySprite;
            UIimage_withDescription.transform.localScale = new Vector3(0, 0, 0);
            UIimage_noDescription.transform.localScale   = new Vector3(1, 1, 1);
        }
        else
        {
            UIimage_withDescription.GetComponent <UnityEngine.UI.Image>().sprite = ingredient.inventorySprite;
            UIimage_withDescription.transform.localScale            = new Vector3(1, 1, 1);
            UIimage_noDescription.transform.localScale              = new Vector3(0, 0, 0);
            UIdescription.transform.localScale                      = new Vector3(1, 1, 1);
            UIdescription.GetComponent <UnityEngine.UI.Text>().text = ingredient.description;
        }

        // adjust the graphical intensity indicators

        for (int i = 0; i < effectPanels.Count; i++)
        {
            effectPanels[i].localScale = new Vector3(0, 0, 0);

            //Debug.Log(i);

            //Debug.Log(JobsManagement.activeJobList.Count);
            if (i < effects.Count)
            {
                effectPanels[i].localScale = new Vector3(1, 1, 1);
                //Debug.Log(i + "set to visible, local scale: " + effectPanels[i].localScale);
                //Debug.Log(i);
                // CAREFUL: THIS STUFF IS ORDERING SENSITIVE. YOU MESS WITH THE ORDERING, YOU MESS WITH THE CONTENTS, YO!
                //Debug.Log(i);


                effectPanels[i].GetChild(1).gameObject.GetComponent <UnityEngine.UI.Text>().text = effects[i].effectName + ": ";

                switch (IngredientEffect.IntensityTypeIntToEnum(effectIntensities[i]))
                {
                case IngredientEffect.EffectIntensity.EXTREME_NEGATIVE:
                    effectPanels[i].GetChild(1).gameObject.GetComponent <UnityEngine.UI.Text>().text += effects[i].stringLowerM100;
                    break;

                case IngredientEffect.EffectIntensity.STRONG_NEGATIVE:
                    effectPanels[i].GetChild(1).gameObject.GetComponent <UnityEngine.UI.Text>().text += effects[i].stringM100ToM50;
                    break;

                case IngredientEffect.EffectIntensity.SLIGHT_NEGATIVE:
                    effectPanels[i].GetChild(1).gameObject.GetComponent <UnityEngine.UI.Text>().text += effects[i].stringM50To0;
                    break;

                case IngredientEffect.EffectIntensity.EXTREME_POSITIVE:
                    effectPanels[i].GetChild(1).gameObject.GetComponent <UnityEngine.UI.Text>().text += effects[i].stringHigher100;
                    break;

                case IngredientEffect.EffectIntensity.STRONG_POSITIVE:
                    effectPanels[i].GetChild(1).gameObject.GetComponent <UnityEngine.UI.Text>().text += effects[i].string50To100;
                    break;

                case IngredientEffect.EffectIntensity.SLIGHT_POSITIVE:
                    effectPanels[i].GetChild(1).gameObject.GetComponent <UnityEngine.UI.Text>().text += effects[i].string0To50;
                    break;
                }

                //adjust fill amount and transparency

                if (effectIntensities[i] > 0)
                {
                    Debug.Log(effectPanels[i].GetChild(3));
                    Debug.Log(i + "positive");
                    effectPanels[i].GetChild(2).GetChild(0).gameObject.GetComponent <UnityEngine.UI.Image>().color      = new Color(0.6603774f, 0.6375712f, 0.5326629f, 0.3f);
                    effectPanels[i].GetChild(2).GetChild(1).gameObject.GetComponent <UnityEngine.UI.Image>().fillAmount = 0f;
                    effectPanels[i].GetChild(2).GetChild(2).gameObject.GetComponent <UnityEngine.UI.Image>().color      = new Color(1f, 1f, 1f, 0.3f);

                    effectPanels[i].GetChild(3).GetChild(0).gameObject.GetComponent <UnityEngine.UI.Image>().color      = new Color(0.6603774f, 0.6375712f, 0.5326629f, 1f);
                    effectPanels[i].GetChild(3).GetChild(1).gameObject.GetComponent <UnityEngine.UI.Image>().fillAmount = (Mathf.Abs((float)effectIntensities[i])) / 100;
                    effectPanels[i].GetChild(3).GetChild(2).gameObject.GetComponent <UnityEngine.UI.Image>().color      = new Color(1f, 1f, 1f, 1f);
                }
                else
                {
                    Debug.Log(effectPanels[i].GetChild(2));
                    Debug.Log(i + "negative");
                    effectPanels[i].GetChild(2).GetChild(0).gameObject.GetComponent <UnityEngine.UI.Image>().color      = new Color(0.6603774f, 0.6375712f, 0.5326629f, 1f);
                    effectPanels[i].GetChild(2).GetChild(1).gameObject.GetComponent <UnityEngine.UI.Image>().fillAmount = (Mathf.Abs((float)effectIntensities[i])) / 100;
                    effectPanels[i].GetChild(2).GetChild(2).gameObject.GetComponent <UnityEngine.UI.Image>().color      = new Color(1f, 1f, 1f, 1f);

                    effectPanels[i].GetChild(3).GetChild(0).gameObject.GetComponent <UnityEngine.UI.Image>().color      = new Color(0.6603774f, 0.6375712f, 0.5326629f, 0.3f);
                    effectPanels[i].GetChild(3).GetChild(1).gameObject.GetComponent <UnityEngine.UI.Image>().fillAmount = 0f;
                    effectPanels[i].GetChild(3).GetChild(2).gameObject.GetComponent <UnityEngine.UI.Image>().color      = new Color(1f, 1f, 1f, 0.3f);
                }


                // adjust foreground fill colors

                effectPanels[i].GetChild(2).GetChild(1).gameObject.GetComponent <UnityEngine.UI.Image>().color = effects[i].negativeColor;
                effectPanels[i].GetChild(3).GetChild(1).gameObject.GetComponent <UnityEngine.UI.Image>().color = effects[i].positiveColor;

                //adjust indicator icon

                float adjustedOffset;
                adjustedOffset = effectIntensities[i];

                if (adjustedOffset < -100)
                {
                    adjustedOffset = -100;
                }

                if (adjustedOffset > 100)
                {
                    adjustedOffset = 100;
                }

                effectPanels[i].GetChild(4).gameObject.GetComponent <RectTransform>().anchoredPosition = new Vector2(375 + adjustedOffset * 375 / 100, effectPanels[i].GetChild(4).gameObject.GetComponent <RectTransform>().anchoredPosition.y);
            }
        }
    }