Exemplo n.º 1
0
 public void FindParent() //associate each skill in skillsheet with its parent, for recursive calls later.
 {
     foreach (CascadiaSkill skill in mySkillSheet.mySkills)
     {
         if (skill.skillName == parentName)
         {
             cs_parent = skill;
             Debug.Log("Farmer: " + mySkillSheet.farmer.ToString() + " My Name: " + skillName + " My Parent: " + parentName);
         }
     }
 }
Exemplo n.º 2
0
 public void InitializeSkillbar() //called by clicking farmer portrait
 {
     skillSheet = GlobalVars.activeFarmer.GetComponent <SkillSheet>();
     //Debug.Log(skillSheet.ToString());
     foreach (CascadiaSkill skill in skillSheet.mySkills)
     {
         if (skill.skillName == mySkillName)
         {
             //Debug.Log("Found match. Linking " + skill.ToString() + " with value " + skill.skillValue.ToString() + " to " + this.ToString());
             targetSkill = skill;
             //Debug.Log(targetSkill.ToString());
             break;
         }
     }
 }
    //bad, hardcoded harvest call. This is written as if all each farmer does each round is harvest.
    public void TriggerHarvest()
    {
        foreach (GameObject farmer in GameObject.FindGameObjectsWithTag("Player"))
        {
            List <CascadiaSkill> temp = farmer.GetComponent <SkillSheet>().mySkills;

            CS_Harvesting temp_harvest   = (CS_Harvesting)temp.Find(c => c.skillName == "Harvesting");
            CascadiaSkill botany         = temp.Find(c => c.skillName == "Botany");
            CascadiaSkill carrots        = temp.Find(c => c.skillName == "Carrots");
            CascadiaSkill foodBearing    = temp.Find(c => c.skillName == "Food Bearing");
            CascadiaSkill shrubs         = temp.Find(c => c.skillName == "Shrubs");
            CascadiaSkill rootVegetables = temp.Find(c => c.skillName == "Root Vegetables");

            int maxCarrots       = farmer.GetComponent <Farmer>().currentPlot.GetComponent <Plot>().localCarrots;
            int harvestedCarrots = temp_harvest.HarvestCarrots(carrots.skillValue, rootVegetables.skillValue, foodBearing.skillValue, shrubs.skillValue, botany.skillValue, maxCarrots);
            farmer.GetComponent <Farmer>().currentPlot.GetComponent <Plot>().localCarrots -= harvestedCarrots;
            Debug.Log("Carrots before harvest: " + GlobalVars.carrotStockpile);
            GlobalVars.carrotStockpile += harvestedCarrots;
            Debug.Log("Carrots after harvest: " + GlobalVars.carrotStockpile);
        }
    }